View unanswered posts | View active topics It is currently Sat Dec 28, 2024 9:48 pm



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 144, 145, 146, 147, 148, 149, 150 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
^ + in a vacuum.


Mon Jun 15, 2009 8:17 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post 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.


Mon Jun 15, 2009 8:25 am
Profile WWW
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Post Re: DarkStorm Military Technologies - Updated 6/11/09
I love sci-fi theory wars.


Mon Jun 15, 2009 8:44 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post 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 :)


Mon Jun 15, 2009 12:11 pm
Profile WWW
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Post 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.


Mon Jun 15, 2009 1:04 pm
Profile WWW
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post 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.


Mon Jun 15, 2009 1:17 pm
Profile WWW
User avatar

Joined: Mon Feb 12, 2007 12:46 am
Posts: 1765
Location: ..............
Post Re: DarkStorm Military Technologies - Updated 6/11/09
You should at least make your shinobi units wear tengu masks.


Mon Jun 15, 2009 2:09 pm
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Post 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.


Mon Jun 15, 2009 2:15 pm
Profile
User avatar

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!
Post Re: DarkStorm Military Technologies - Updated 6/11/09
IT WORKS. THAT'S ALL THAT MATTERS. GOD.
@Roy-G-Biv: No. Just no.


Mon Jun 15, 2009 4:25 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post 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.


Mon Jun 15, 2009 4:28 pm
Profile YIM
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Yep, scale variables effects everything but feet groups, hand groups and AEmitters that are attached.


Mon Jun 15, 2009 5:45 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post 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.


Mon Jun 15, 2009 6:00 pm
Profile YIM
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Post 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.


Tue Jun 16, 2009 12:12 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post 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


Tue Jun 16, 2009 12:18 am
Profile
User avatar

Joined: Fri Jul 11, 2008 12:19 pm
Posts: 33
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Ha! :D 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...


Tue Jun 16, 2009 1:33 am
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 144, 145, 146, 147, 148, 149, 150 ... 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.039s | 16 Queries | GZIP : Off ]