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 Hueg Pack o' Mods *Final update!??!* 
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Joined: Fri Sep 14, 2007 9:52 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
The "PlanetKiller" seems quite weak to kill planets.


Mon Aug 24, 2009 12:33 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
That's because it isn't part of this pack. :U
If it was, you could be damn sure that i would've made it decimate the map thoroughly.

@Non-keyboard users: I'll see to it that the controls are adaptible, so you won't have problems with it. I can't guarantee anything, but i'll do my best.


Mon Aug 24, 2009 1:51 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
*Doublepostagainsorry*

More progress, guys! I've now successfully revamped the shockwave controls, so that it's entirely based on the left and right movement keys, knowing that they are available to all controllers. The idea was thanks to some furious sessions of UT2004 against numbskull-bots. Y'know, them adrenaline boosts. But anyways, right now the controls are as following, with "left" and "right" meaning "tap left" and "tap right" respectively:
- Left x4 = Mass pulse
- Right x4 = Piercing pulse
- Left x2 + right x2 = Deadly pulse (You can swap left and right, but you can't go left-right-left-right)
- Left x3 + right x3 = Instagib pulse

Is that better for you non-keyboarders? :U (And yes, not pressing the same key for a short while resets the count)

Later on, depending on whether you gentlemen have replied or not (which i sure hope you have), i'll list down some of my new ideas for the update.


Wed Aug 26, 2009 3:48 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Sounds good. Try having it auto-reset after holding down one of the buttons for about half a second.


Wed Aug 26, 2009 4:39 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
I've gone for the next-best thing; the count resets if the space between releasing the keys is greater than half a second. Works pretty much the same, i think.

Also, now for the ideas. Or rather, the idea, as i currently only have one. Which is basically a ♥♥♥♥ of a tri-barreled monster-shotgun, that can and will splatter people all across the level. It's going to be enjoyable to fire, and even more so to hit with. :U


Wed Aug 26, 2009 7:48 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Shook wrote:
Which is basically a fudge of a tri-barreled monster-shotgun, that can and will splatter people all across the level.

:twisted:
That is all.


Wed Aug 26, 2009 8:11 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
:D

Image

That's how it currently looks. Now i just have to find a sneaky way of making those firing effects flip when the actor does, without compromising the point-blank efficiency of this monster.

Edit: And no i'm not going to use the AEmitter method unless there are no other alternatives, as it'd be pretty catastrophic to end up shooting yourself with this guy.


Edit: Scratch that, i figured it out. Now it looks insanely awesome when you blow someones face off. :U


Wed Aug 26, 2009 9:09 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
When can we expect a release? Personally, I think what is done so far already justifies a release. But I don't decide that.


Wed Aug 26, 2009 9:31 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Oh aye, it has been update-worthy for some time now, it's just that i keep thinking of things to add/change, so i'd rather update when i can't think of more additions/changes immediately.
But anyways, estimated time of release? Well, within a few days, but don't take it as a guarantee, due to beta-testing and what not.

The shotgun's coming along nicely, by the way. The effects are improved, and i've made it so that it spits out three shells (casings) at a time. I've also added a simple knockback script, which usually sends people flying farther than they otherwise would. That, coupled with the massive impulse of the shots, makes for lulz. :U


Thu Aug 27, 2009 4:24 pm
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Post Re: My huge pack of mods, which is back. *Update: Sep. 6th '09*
Whoopsie, that's an update right there. CHANGELOG:
- Added Serious Handcannon.
- Added Mine Gun.
- Added Rollermine Gun.
- Added D.F.A. Cannon.
- Added Reflective Robot MK-II, removed the old one.
- Added MFTBM Shotgun.
- Overall filesize reduced.
- Guided Sphere can now increase and decrease its mass with Jetpack and Crouch, respectively.
- Most sprites have been kicked up a notch, the Lazor Pack in particular.

That's about it, i think. Hope you like it, because i spent way too many hours on that darned robot. >:C


Sun Sep 06, 2009 1:16 pm
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Post Re: My huge pack of mods, which is back. *Update: Sep. 6th '09*
Just so you know, Shook, your mod is the only reason I opened up Cortex today.

<3


Sun Sep 06, 2009 1:19 pm
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Post Re: My huge pack of mods, which is back. *Update: Sep. 6th '09*
Duh102 wrote:
Just so you know, Shook, your mod is the only reason I opened up Cortex today.

<3

This.
I saw it was second in the forum, with new posts, saw the word "Sep" in the title and downloaded it without opening the thread, I wanted that much.


Sun Sep 06, 2009 4:12 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Shook wrote:
:D

[img]GIF[/img]


I like his half step back. How does a coalition light react when firing this?


Sun Sep 06, 2009 4:22 pm
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Post Re: My huge pack of mods, which is back. *Update: Aug. 11th '09*
Scope0 wrote:
Shook wrote:
:D

[img]GIF[/img]


I like his half step back. How does a coalition light react when firing this?

I'm guessing he basically goes *SPOOGE* all over the walls and ground behind him.


Sun Sep 06, 2009 4:27 pm
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Post Re: My huge pack of mods, which is back. *Update: Sep. 6th '09*
The Reflective guy can be crushed :(
It is great though. The pulses are awesome, and combined with the Wheel Gun you can blast wheels at people, then they return, to be blasted again.
Once again Shook, much fun is had.

Was crushing the weak point you said Reflecto would have?


Sun Sep 06, 2009 5:45 pm
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