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 Hueg Pack o' Mods *Final update!??!* 
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
vanilla revolver cannon needs less fire puff MOSP rape, get on it devs.
better key than X: double tap crouch or jet or pie menu.


Sat Aug 22, 2009 8:32 am
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Eurgh... I think i'll just put that shockwave idea on hold for now, because it's giving too much trouble to be worth it. But when i return to it, that multi-tap pie menu idea is certainly better than pressing X. Perhaps i'll just redo the entire damn thing to just fire out a wave of Air Blast particles. I know that they are pretty good for shockwaves, so it might actually be the best solution.
To compensate, i'll make the reflection affect actors and craft as well, perhaps with some kind of limitation so it isn't like obscenely overpowered. Or maybe not, because i guess that the robot is supposed to be obscenely overpowered. =P

Edit: Err, what was the Lua command for the pie menu button again?... I'll try a different solution, but i think this one might be best.


Sat Aug 22, 2009 2:17 pm
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REAL AMERICAN HERO
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Controller.PIE_MENU_ACTIVE or some such, look in Controller on the wiki list.


Sat Aug 22, 2009 3:22 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Thanks. I didn't even know that there was that nifty Controller page till i actually looked for it. >.>

Anyhoo, i finally got the shockwave ability up and running, with an MOPixel shockwave instead of Lua. Works great, as does the combination needed to pull it off.

:D

With any luck, you guys might actually be using him within the next couple of days. I also improved the reflection script, so that it includes actors and craft, and is based on the relative velocity instead of the absolute. In essence, this means that you can charge into the enemy and have them be pushed away from you as well as reflect incoming fire. I've also added some damage to the actor part, to compensate for the lack of bodyslam.


Sat Aug 22, 2009 7:11 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
you might also want to do a self:ClearForces() and self:ClearImpulseForces() when things come close to you, for even more safety.
glad you got it working though, sounds like it should be fun (until i get sick of being an OP'd god)


Sat Aug 22, 2009 11:38 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Could you add a feature for the Guided Sphere? The ability to raise/lower the weight.


Sun Aug 23, 2009 8:38 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
That would actually be pretty cool, and easy as well. Yep, will do. :)

Also, good news, guys. My trick for making different charge levels for the shockwave worked on the first try, so now you don't have just one pulse, but FOUR. All depending on how many times you tap the sharp aim button before you hold it down and press pie menu. :D
Currently, it looks like this, with "tap" and "hold" being fairly obvious, and "activate" being the pie menu:
- Hold and activate = Mass pulse
- Tap, hold and activate = Piercing pulse
- Tap twice, hold and activate = Deadly pulse (instant death)
- Tap three times, hold and activate = Instagib pulse (just for the lulz)

So yeah, cool stuff if you ask me. I was totally surprised to see that it worked on the first go. >.>

@Geti: Thanks. I think it might interfere with your controls, though, which isn't exactly awesome. Takes an awful lot to kill the robot intentionally, so most deaths are by freak accident.


Sun Aug 23, 2009 9:03 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
*keyboard player roars at the use of the sharpaim button*


Sun Aug 23, 2009 9:45 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
I'm a keyboard player too, i've not experienced any problems with it. =P
I mean, the taps are too short to disrupt anything, and the delay between sharpaim and pie menu is so short that you generally won't trigger it by accident. Besides, crouch or jetpack sucks, because it interferes with your movement.


Sun Aug 23, 2009 10:04 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
I believe he meant mouse users.


Sun Aug 23, 2009 10:07 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
:< Keyboard controls, do not want

Sounds tough for mouse users. Possible to change the activation from sharp-aim to something else?


Mon Aug 24, 2009 2:10 am
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Even though specific keybindings are looked down upon, I'd just use that so there's no problems....like use the up arrow or whatever.


Mon Aug 24, 2009 2:12 am
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
if mousecontrolled == true then
if self:getcontroller:isstate(dumb pie menu activate) == true then
end
else
if self:getcontroller:isstate(keyboard controls rock so sharpaim) == true then
end

Now it'll still ♥♥♥♥ over gamepad users but who really uses a gamepad huh?


Mon Aug 24, 2009 6:08 am
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Eh.
I'll be changing it to Pie Menu for charging and crouching for firing on my own. If you really want to use mouse controls then learn to change them yourself, just like if you want to play old scenes and/or mods.


Mon Aug 24, 2009 7:27 am
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
ahahah, what an epic fail.
*non keyboard player

i really should learn to use the keyboard though, but i like the speediness of mouse aiming..


Mon Aug 24, 2009 10:15 am
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