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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Sun Feb 10, 2008 11:38 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Could you make pressing the fire or melee keys turn off the active camo?


Sat Jun 13, 2009 3:53 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Hey, just wondering, what happened to the suppressed carbine and pistol? They don't show up as buyables any more, and (pardon my stupidity), I don't know how to reenable them. Can anyone please help? Thanks in advance.

Actually, scratch that. Found it.


Sat Jun 13, 2009 3:54 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Just downloaded the latest version.
Darlos, you are brilliant. Sure, the active camo has no visible effect, but it works brilliantly against AI, and Im sure you'll change that in the future. Is it possible to be really crude and just have a big, pink effect appear over the actor, rendering it invisible?

Weapons are great, do some decent damage now, although the shield actors, especially the coil gunner, are very laggy.

Excellent work.


Sat Jun 13, 2009 4:05 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Geti wrote:
couldnt the cameras use lua to set their team properly?

not reliably.
Blackjacktom wrote:
Could you make pressing the fire or melee keys turn off the active camo?

Oh LORD no.


Sat Jun 13, 2009 4:46 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
And why would you want to? Going invisible then knifing someone to death is fantastic.

Also Darlos, I just finished Astro with one Shinobi armed with a D7.
This mod plays better than anything else released right now: Favourite mod.

Your sprites are pretty damn great, your offsets and walkpaths are better than vanilla, your guns function in a fair, balanced and effective way (D7 is powerful without shredding map, unlike the coalition heavy sniper, your grenade launcher's proximity grenades work perfectly, the stun gun is a hoot, and all the assault rifles do enough damage without slaughtering millions in seconds or raping terrain), and everything is fun to use.

It just feels right! Your actor's movements are so great, it's like playing a future build of CC.

Full Marks.


Sat Jun 13, 2009 4:51 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
This may be a bit odd, but have you tried casting mos onto the actor it self where attachable should be?


Sat Jun 13, 2009 4:54 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Exalion wrote:
And why would you want to? Going invisible then knifing someone to death is fantastic.

Also Darlos, I just finished Astro with one Shinobi armed with a D7.
This mod plays better than anything else released right now: Favourite mod.

Your sprites are pretty damn great, your offsets and walkpaths are better than vanilla, your guns function in a fair, balanced and effective way (D7 is powerful without shredding map, unlike the coalition heavy sniper, your grenade launcher's proximity grenades work perfectly, the stun gun is a hoot, and all the assault rifles do enough damage without slaughtering millions in seconds or raping terrain), and everything is fun to use.

It just feels right! Your actor's movements are so great, it's like playing a future build of CC.

Full Marks.

Yay for more quotes. I'm sigging my rave reviews. Seems I can only hold about two at a time though...

Hachimitsu Boy wrote:
Cameras are just for show, right?.. Or are you going to add FOW in CC?!

That'd be awesome, but I can't really do that until I can make it so you can't look all over the battlefield.


Sat Jun 13, 2009 5:04 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I don't fully understand why the coil gun has lots of recoil. I thought that was caused by the gun powder.


Sat Jun 13, 2009 5:06 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
A railgun has recoil because the magnetic acceleration on the projectile occurs on the gun as well. Just less, because the gun is heavier. Same thing as a normal gun really.


Sat Jun 13, 2009 5:16 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Holy fudge. The Shinobi's melee attack can slice people up from far away. Try it for yourself. Aim at someone, then mash the Melee key. :shock:


Sat Jun 13, 2009 6:12 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Steps to recreate this bug? Doesn't happen for me.


Sat Jun 13, 2009 6:22 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Exalion wrote:
And why would you want to? Going invisible then knifing someone to death is fantastic.

Also Darlos, I just finished Astro with one Shinobi armed with a D7.
This mod plays better than anything else released right now: Favourite mod.

Your sprites are pretty damn great, your offsets and walkpaths are better than vanilla, your guns function in a fair, balanced and effective way (D7 is powerful without shredding map, unlike the coalition heavy sniper, your grenade launcher's proximity grenades work perfectly, the stun gun is a hoot, and all the assault rifles do enough damage without slaughtering millions in seconds or raping terrain), and everything is fun to use.

It just feels right! Your actor's movements are so great, it's like playing a future build of CC.

Full Marks.

Just ONE thing. When a Shogun gets killed because a gib from a dreadnaught hit it in the face AND BROKE ITS NECK OFF, AFTER IT PUNCHED THE DREADNAUGHT TO DEATH, it feels kinda... lame. Impact resistance needs to be increased. That is my only complaint. It is otherwise, one of , if not, the best faction/mod on here. This should be vanilla.


Sat Jun 13, 2009 6:25 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
My point defense Shishi's only block fire on the inside ring, not allowing me to shoot outward.
Aren't they supposed to block incoming fire?

Other than that this is awesome. I've made an "orbital" defense out of Yosei's.


Sat Jun 13, 2009 6:46 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Good point.

Darlos could just have something like
Code:
if particle.Vel.X < 0 and avgx > 0 then
or something.


Sat Jun 13, 2009 6:51 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
LowestFormOfWit wrote:
My point defense Shishi's only block fire on the inside ring, not allowing me to shoot outward.
Aren't they supposed to block incoming fire?
They only block if you're going to hit something on your team assuming straight firing. So you were going to hit something on your team. So it blocked.


Sat Jun 13, 2009 7:12 am
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