DarkStorm Military Technologies - Updated 6/11/09
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: DarkStorm Military Technologies - Updated 6/11/09
^ + in a vacuum.
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Mon Jun 15, 2009 8:17 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DarkStorm Military Technologies - Updated 6/11/09
Yeah, depending on medium, but you get the picture - moving quickly in a uniform medium isn't going to result in significantly increased power usage in any realistic speed.
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Mon Jun 15, 2009 8:25 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 6/11/09
I love sci-fi theory wars.
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Mon Jun 15, 2009 8:44 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 6/11/09
They're even better when theyre pointless, seeing how darlos isnt going to change it if he's set in his theory. God i love the AMSR. I just got three headshots on a small group of Ronin as they were jetting towards me with their shotguns. I hope the AI gets more aggressive as CC goes on
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Mon Jun 15, 2009 12:11 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote: <original Sciendey explanation for the Stealth Shinobi> Ah, but the REAL problem is the scale. How in the EFF could something, even BLEEDING EDGE FUTURE TECHNOLOGY, recognize, actively, something moving at several million miles per hour, several million times per second, all while sending its wavelength, direction, rotation, and strength to the correct, also very small output on the other side of the machine so IT can send out photons of the recieved parameters, ALL WHILE recieving the parameters AND shooting the protons. I cannot see that being feasible.
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Mon Jun 15, 2009 1:04 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DarkStorm Military Technologies - Updated 6/11/09
We don't care. It runs on Tengu urine, which happens to be made of anti-matter for no apparent reason. Which is used for a fusion reactor. Which makes less sense, but hey. And the fusion reactor creates magicite, which is directly pumped to the nanites. Which are made of marshmellow.
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Mon Jun 15, 2009 1:17 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DarkStorm Military Technologies - Updated 6/11/09
You should at least make your shinobi units wear tengu masks.
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Mon Jun 15, 2009 2:09 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: DarkStorm Military Technologies - Updated 6/11/09
411570N3 - Did I ever say there would be any significant power drop of any kind? No. As for relativity, relative to the enemies' standpoint, the process would take a longer/shorter time. You seem to have read a few random sentences from my post and skipped the actual meaning/point I was trying to get across.
And Tengu urine happens to be nothing more than cyanide. Where'd you get the antimatter idea from? Tengus have penises made of dendrite, and that can't support antimatter, even with the aid of nanomachines.
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Mon Jun 15, 2009 2:15 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 6/11/09
IT WORKS. THAT'S ALL THAT MATTERS. GOD. @Roy-G-Biv: No. Just no.
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Mon Jun 15, 2009 4:25 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 6/11/09
mail2345 wrote: Also, darlos, have you tried out using the scale variable on your attachables? Can you affect attachable with this? Nothing else seems to work. Roy-G-Biv wrote: You should at least make your shinobi units wear tengu masks. Ugh, god, no. And like I said, I won't even be calling them Tengu anymore.
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Mon Jun 15, 2009 4:28 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: DarkStorm Military Technologies - Updated 6/11/09
Yep, scale variables effects everything but feet groups, hand groups and AEmitters that are attached.
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Mon Jun 15, 2009 5:45 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 6/11/09
Well, if I do this, they might actually turn invisible, but they'd also still be completely invincible. And the status bar would still be there.
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Mon Jun 15, 2009 6:00 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: DarkStorm Military Technologies - Updated 6/11/09
Is there a way that you could have four custom key selections? I want to play multiplayer with Darkstorm and have all the features for them.
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Tue Jun 16, 2009 12:12 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: DarkStorm Military Technologies - Updated 6/11/09
Something like: Code: if (self:GetController.Player = 1 and UInputMan:KeyHeld(melekey)) or (self:GetController.Player = 1 and UInputMan:JoyButtonPressed(melekey)) ...
Also, darlos wouln't it be easyer to have key setting via global variable? Code: if dsmelekey == nil then dsmelekey = self.mass end So that in console a user can just type in dsmelekey =. Better yet, a variable that is checked if it;s true. If it's true, it's set to false, and dsmele key is set to UInpute:whichkeyheld
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Tue Jun 16, 2009 12:18 am |
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adadadp
Joined: Fri Jul 11, 2008 12:19 pm Posts: 33
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Re: DarkStorm Military Technologies - Updated 6/11/09
Ha! I remember that back when i got CC, this was my first mod, it opened up so much for me. great work on making it grow, it's still as great as it ever was. ahhhhhh the memories...
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Tue Jun 16, 2009 1:33 am |
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