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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Yeah, I could probably get it to work better somehow. I never really messed with global variables.


Tue Jun 16, 2009 2:14 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
BTW, my experimenting with global actor controllers has shown that global variables are persistent across matches.


Tue Jun 16, 2009 2:20 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I could use global variables to make things smoother inside the game, but you'd still wind up having to set things in an .ini or .lua file if you want any permanency between plays.


Tue Jun 16, 2009 2:52 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Or just compile your self/ask someone to compile a File I/O lib.


Tue Jun 16, 2009 2:54 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
im fairly sure people would be a bit finicky about installing I/O stuff, even if it was legit.
it would be awesome if the coilgun knocked actors back (by either adding impulses or velocity)


Tue Jun 16, 2009 5:08 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
No one worried about IRC Scene except for the mac people.


Tue Jun 16, 2009 5:23 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
socket is fairly different to I/O, and i read through the source first anyway (the activity lua, admittedly, not the socket lua, but eh), but file saving for keys would be very nice. i'd personally prefer it if it just used a combo, like turning stealth on, but that would make charging the shogun's mach punch fairly impossible.


Tue Jun 16, 2009 5:28 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Still, you are including arbitary binaries into your computer.

It doesn't matter what it claims to be, as long as you didn't make it.


Tue Jun 16, 2009 5:31 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Ugh, no, I'm not compiling in a new library. That'd just be a mess.

Geti wrote:
it would be awesome if the coilgun knocked actors back (by either adding impulses or velocity)

Uhm... it does. Actors just don't ragdoll the way you'd expect though.


Tue Jun 16, 2009 6:34 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
really? O_o maybe i just need to use it more..
the terrain rape on it is fairly amazing, by the way.


Tue Jun 16, 2009 6:40 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Turret explosions destroy terrain. Fix this.


Tue Jun 16, 2009 7:27 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Exalion wrote:
Turret explosions destroy terrain. Fix this.

And get me a cookie while you're at it.


Last edited by TorrentHKU on Wed Jun 17, 2009 8:57 pm, edited 1 time in total.



Tue Jun 16, 2009 7:22 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Seriously though, don't put a turret over your brain. Even a block of steel won't stop the 10 or so tiny terrain eating particles in the explosion, and they'll go RIGHT THROUGH YOUR BRAIN.

Also, stealth is a little buggy. MOPixels ignore stealthed actors, rendering them invincible to most weapons.


Wed Jun 17, 2009 4:39 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Which reminds me.

Couldn't you do a BoundingBox check?


Wed Jun 17, 2009 7:30 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Really weird bug; when I was playing the zombie cave mission with DarkStorm as back up units, for some reason, about two or three times, there was this period of time where none of my DS soldiers could fire a weapon. Like, the ammo would be lowering and the fire sound would be playing but the actual round wouldn't come out the guns. Happened not only to the Pyro Flamethrower but also to a few UniTec and Ronin weapons so it's not an issue of the actual DS weapons.


Wed Jun 17, 2009 11:26 pm
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