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 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
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Joined: Mon May 18, 2009 2:54 am
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Post Re: UniTec (B23_1.2.3)
Roy-G-Biv wrote:
Sparx wrote:
bla bla bla

WRONG.
Character Height just makes the AI think the actor is way above when really, it's on the ground. And it effects the location of the HP bar.
And there's another value that controls where the doors are.

Ok, ok I was wrong about exactly what the CharHeight does. But why does setting the Drop Pods height to 10000 make it deliver the cargo? It thinks its on the ground when its really in the air.

And I wasn't talking about where the doors are. I'm talking about when the AI opens them automatically.


Sun Aug 23, 2009 8:38 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: UniTec (B23_1.2.3)
There's a fix downloadable in the first post. It restores the thing to how it was pre-v122. :)


Mon Aug 24, 2009 6:56 am
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Location: That quaint little British colony down south
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Post Re: UniTec (B23_1.2.3)
Sparx wrote:
It thinks its on the ground when its really in the air.
And I wasn't talking about where the doors are. I'm talking about when the AI opens them automatically.
This is unrelated to character height. Gotcha, refer to the drop crate. There's something in there to tell it to only open on the ground, I forget what.
Also,
Inuyashe wrote:
And it makes the actor pick up weapons far away, if set to ridiculous heights.
Hardly a problem on a drop crate, eh?


Mon Aug 24, 2009 7:33 am
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Post Re: UniTec (B23_1.2.3)
One word:
Awesome.

This is quite possibly the best CC mod I've ever downloaded. The actors ooze personality (Or, for some of the more *cough* copyrighted ones, nostalgia). The guns are all meticulously labelled, and there are huge amounts of them. I still haven't tested all of them. The drop crate is strong enough to punch through a bunker ceiling yet safe enough for a trooper to escape with both limbs intact. You've got mechs, tanks, turrets, dispensers (Mmmm, TF2-iness), commanders (As opposed to brain bots), and one heck of an awesome dropship.

Excellent work, but how about some proper bunker modules?


Mon Aug 24, 2009 9:51 am
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Post Re: UniTec (B23_1.2.3)
I think maybe that the snipers should be a little more powerful. I get headshots and they don't die.


Mon Aug 24, 2009 2:33 pm
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Post Re: UniTec (B23_1.2.3)
411570N3 wrote:
Sparx wrote:
It thinks its on the ground when its really in the air.
And I wasn't talking about where the doors are. I'm talking about when the AI opens them automatically.
This is unrelated to character height. Gotcha, refer to the drop crate. There's something in there to tell it to only open on the ground, I forget what.

I don't get why changing CharHeight makes a difference then. Perhaps that value is AimDistance? Why would a rocket need to aim?
Gotcha! wrote:
There's a fix downloadable in the first post. It restores the thing to how it was pre-v122. :)

Thanks :wink:


Fri Aug 28, 2009 3:44 am
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Post Re: UniTec (B23_1.2.3)
I'm getting a crash when I navigate to the bombs menu. I press the button to move to the bombs category and it locks up. Any fixes?


Sun Sep 20, 2009 12:50 am
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Post Re: UniTec (B23_1.2.3)
I'm sorry, but apart from the robots, and some of the lua stuff... I just hate what happened to the mod. I'm sticking with the older versions. However, everyone else seems to like it, so don't let my opinion stop you. keep making it. :)

Also, are you aware that Shadow's weird camo causes a massive lag. I ordered him, and everything would lag I switched to shadow to find out it lagged when he got into his camo phase. I had to kill him if I were to put everything back to speed. I havn't read through much of the thread, so I wouldn't be surprised if I missed an update that wasn't stated in the first post. :P


Sun Sep 20, 2009 4:38 am
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Post Re: UniTec (B23_1.2.3)
Zess wrote:
I'm getting a crash when I navigate to the bombs menu. I press the button to move to the bombs category and it locks up. Any fixes?

This is because you've probably got too many mods clogging up said section of the buy menu, try and uninstall a few mods


Sun Sep 20, 2009 10:02 am
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Post Re: UniTec (B23_1.2.3)
Actually, this means that you have a mod that has a bomb with a name that has a single word 11 or more characters long, including any form of punctuation. It is unlikely that Unitech is to blame; try removing pre-B23 mods until you find the perpetrating mod.


Sun Sep 20, 2009 10:16 am
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Post Re: UniTec (B23_1.2.3)
411570N3 wrote:
Actually, this means that you have a mod that has a bomb with a name that has a single word 11 or more characters long, including any form of punctuation. It is unlikely that Unitech is to blame; try removing pre-B23 mods until you find the perpetrating mod.


I realized last night it was my WWII mod to blame, the German stick grenade was like 23 characters long :shock:


Mon Sep 21, 2009 12:15 am
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Post Re: UniTec (B23_1.2.3)
Just a little request to Gotcha...
Can you bring back the old male scout and medic?


Thu Oct 08, 2009 4:40 pm
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Post Re: UniTec (B23_1.2.3)
NUH-NUH-NUH-NECRO. You probably should have just sent Gotcha a PM, instead of necroing this thread. Not that I'm helping, mind you.


Thu Oct 08, 2009 4:56 pm
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Post Re: UniTec (B23_1.2.3)
Oh well since someone was nice enough to necro this for me, I'd just like to point out that the AI can't handle the mech weapons at all, they just stand there spinning up their weapon... Please make special no-spin-up versions of the mech weapons for the AI, they need it


Thu Oct 08, 2009 7:16 pm
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Post Re: UniTec (B23_1.2.3)
Question I'd also like to ask while this zombie of a thread is still shuffling around. Is there a way to get the generic unarmed actors back? I don't like the presets alot.


Thu Oct 08, 2009 9:03 pm
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