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 Whitty's Wonderful Mods *V10* Updated 9/29/2012 - CC 1.0 
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REAL AMERICAN HERO
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Post Re: Whitty's Wonderful Mods - UPDATE 5-31-09
But you could ADD THE ♥♥♥♥ CLONES TO YOUR MOD UNDER A DIFFERENT NAME and then there's no base.rte shenanigans for illiterate morons and no one posting THIS ♥♥♥♥'S BROKEN WAAAH


Wed Jul 22, 2009 11:52 pm
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Post Re: Whitty's Wonderful Mods - UPDATE 5-31-09
Fine.


Also, gonna give the OP a new look. Make it a LOT more organized.


Thu Jul 23, 2009 12:23 am
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Post Re: Whitty's Wonderful Mods - UPDATE 7-22-09
Update. All Base.rte dependencies should be fixed.
I don't remember ecavtly what I have that's new, but quite a bit of stuff has been edited. Also, new OP.


On another note, there are a LOT of WIP things in there. You can uncomment them from the Index and try them out if you want. I just felt like they weren't ready to be released yet.


Thu Jul 23, 2009 5:38 am
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Post Re: Whitty's Wonderful Mods - UPDATE 5-31-09
Grif wrote:
Or just include the necessary files into his own mod.

:science:


Sorry, that's exactly what I meant to say.


Thu Jul 23, 2009 7:53 am
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
What do you all think of the effects on the atomizer? And how do you like the armor on the brain robot?


Fri Jul 24, 2009 8:31 pm
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
The atomizer is nice, it'd be cool if they raised off of the ground high up before they solidified though.


Sun Jul 26, 2009 4:04 am
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Great mod.

I really enjoyed the weapons, especially the heavy sniper rifle and the beam gun.
I also liked the teleporter, made me want to make one for my own mod, but then I though that it would look pretty much the same and well... I decided not to... For now... >_____>'

Still, great mod, definitely a keeper. :D


Sun Jul 26, 2009 4:15 pm
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Sometimes when I fire the homing missile launcher, while the launcher is flying (my guess is when it locks onto a target) the game starts lagging so extremely much that I have to force quit the game.


Thu Jul 30, 2009 10:33 pm
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
ShnitzelKiller wrote:
Sometimes when I fire the homing missile launcher, while the launcher is flying (my guess is when it locks onto a target) the game starts lagging so extremely much that I have to force quit the game.

Yeahhhhhhh... That happens sometimes. I'm just going to make it use Lua instead of the old laggy hacky way.


Thu Jul 30, 2009 10:41 pm
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Can you Lua a launcher that, when fired, switches control over to the missile so that there's no confusion in trying to control it and add it in the next pack?


Fri Jul 31, 2009 2:01 am
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
wutangfan1990 wrote:
Can you Lua a launcher that, when fired, switches control over to the missile so that there's no confusion in trying to control it and add it in the next pack?

Possibly, I don't know if Lua can switch your guy like that though.


Fri Jul 31, 2009 4:09 am
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Code:
ActivityMan:GetActivity():SwitchToActor(ThaRokit,0,0);


Fri Jul 31, 2009 7:27 am
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Pretty sure it can, check the Prison Break scene; I'm pretty sure it had an automatic actor switch in there... I think body ladder had one too...


Fri Jul 31, 2009 7:41 am
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
I can start making some cool ♥♥♥♥ again now.

Any ideas? I forgot what I've been making.


Sun Aug 16, 2009 5:41 am
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Post Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Disclaimer: These are just random things I've wanted to see, I'm sure there are parts that are infeasible or downright impossible. Or game-breakingly stupid.

Rocket Launcher that fires controllable missile. Bonus points for AI that homes in only on units it can actually hit.
Jetpack that, when shot, leaks thrust from the wound and is no longer really useful as a jet. (Idea I had for a boiler on a steampunk robot, but I can't begin to make it)
Cannon that uses a ray to find where it is aimed, then launches a shell with a trajectory that makes it take the "long way" to get there.
Actor that re-grows body parts when it is killed (provided the head is intact) while "dead" then returns to life.
Nanobot swarm actor, basically the same as the above idea, but with phasing and being passable by bullets.

I hope I helped at least a little.


Sun Aug 16, 2009 6:41 am
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