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 Shover+Tag Rifle UPDATED 
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Joined: Thu Feb 12, 2009 1:47 am
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Post Re: Shover+Tag Rifle UPDATED
Wow.

This is probably the first good thing to come from you.


You should tone down the explosion for the Tag Rifle the LifeTime is far too big, and shorten the time it takes to explode.

EDIT: You also need to get the shover to work on dropships.


Last edited by Disst on Sat Aug 29, 2009 4:29 am, edited 1 time in total.



Sat Aug 29, 2009 1:49 am
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Joined: Sun Jan 11, 2009 5:27 pm
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Post Re: Shover+Tag Rifle UPDATED
tag rifle is nice but could you add some way of seeing whether you hit your target or not, i.e. not making it an invisible tag... a red dot or something would be nice, specially since it takes so long to explode I wonder if i missed or not.


Sat Aug 29, 2009 2:44 am
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Post Re: Shover+Tag Rifle UPDATED
Attachment:
shover.gif
shover.gif [ 771.21 KiB | Viewed 4800 times ]


Decided to leave the tag rifle ungiffed because I don't think you really need a gif for it. The shover does work properly now though.


Sat Aug 29, 2009 4:16 am
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Post Re: Shover+Tag Rifle UPDATED
deathbringer wrote:
Attachment:
shover.gif


Decided to leave the tag rifle ungiffed because I don't think you really need a gif for it. The shover does work properly now though.


Thanks :grin:


Sat Aug 29, 2009 1:36 pm
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Post Re: Shover+Tag Rifle UPDATED
lafe wrote:
one of, if not the most strategic mod in cc history.

I think you should leave that comment to us? And not praising your own mod in the original post?


Sat Aug 29, 2009 3:41 pm
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Post Re: Shover+Tag Rifle UPDATED
Yeah, that bit's sort of jarring...
Anyway, have you tried making a weapon that sets the hit object's GlobAccScalar to different values? Suggested values are -10, -0.1, 0.1 and 10.


Sat Aug 29, 2009 3:56 pm
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Post Re: Shover+Tag Rifle UPDATED
411570N3 wrote:
Yeah, that bit's sort of jarring...
Anyway, have you tried making a weapon that sets the hit object's GlobAccScalar to different values? Suggested values are -10, -0.1, 0.1 and 10.


This, my sir, is a very good idea, also, here's one of my ideas:
a bomb that apply s random velocitys to all actors on the map. :twisted:


Sat Aug 29, 2009 11:15 pm
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Post Re: Shover+Tag Rifle UPDATED
if you made that, make sure it wouldn't affect brain actors, but it sounds fun. 25 crabs+that bomb=PAIN


Sat Aug 29, 2009 11:31 pm
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Post Re: Shover+Tag Rifle UPDATED
Give it a lifetime of say 2000 then give it this script for the random actor velocity bomb.

Code:
function Create(self)
self.timerexplode = Timer();
end

function Update(self)
   for actor in MovableMan.Actors do
      if self.timerexplode:IsPastSimMS(1500) then
         actor.Vel.X = math.random(-35,35)
         actor.Vel.Y = math.random(-35,35)
         self.timerexplode:Reset();
      end
   end
end


Shouldn't affect brains since they are pinned


Sat Aug 29, 2009 11:35 pm
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Post Re: Shover+Tag Rifle UPDATED
I managed to blow myself up with the tag rifle. A bullet to show that you hit your enemy would be nice too.


Sun Aug 30, 2009 1:38 am
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Post Re: Shover+Tag Rifle UPDATED
Well that'd defeat the entire purpose of the weapon.


Sun Aug 30, 2009 10:12 am
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Post Re: Shover+Tag Rifle UPDATED
If a human player knows his actor is tagged, he'll do everything he can to take your actor to hell along with his.


Sun Aug 30, 2009 2:06 pm
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Post Re: Shover+Tag Rifle UPDATED
The Decaying Soldat wrote:
If a human player knows his actor is tagged, he'll do everything he can to take your actor to hell along with his.


True, maby i should make a second version that has an even longer range, works faster, but is visible, some fun things could result. (Suicidal firestorms) :twisted: .


Sun Aug 30, 2009 2:18 pm
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Post Re: Shover+Tag Rifle UPDATED
Just to let you know, you can upload these onto websites (i.e. filesmelt.com) and then use to put your link in there so we don't have to click on them to see em :3


Sun Aug 30, 2009 4:52 pm
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Post Re: Shover+Tag Rifle UPDATED
And fewer .bmps and more .pngs would be welcome.


Sun Aug 30, 2009 5:34 pm
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