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 Mod Contest 5 | Voting open 
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Joined: Wed May 20, 2009 10:06 am
Posts: 163
Location: Sweden
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Post Re: Mod Contest 5 | Theme posted, get to it!
wiffles wrote:
whaBAM I have just the thing for you: viewtopic.php?f=61&t=14179
owell :???:

Those are no Skeletal Vietnam Era Soldiers with AR-15s, M16A1s and M60s Dont bother pointing out if I missed a gun, I'm not looking at the picture right now

Anyways, my offer still stands, my vote goes to anyone who makes a mod like that


Mon Oct 12, 2009 4:35 pm
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Joined: Sun Oct 04, 2009 3:06 pm
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Post Re: Mod Contest 5 | Times changed
I demand a "Stand-alone Giant owerpowered Killing machine" mod contest!!!!


Tue Oct 13, 2009 12:57 am
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Joined: Sat May 02, 2009 4:52 am
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Post Re: Mod Contest 5 | Times changed
Then for your sake you'd better be a helluva good modder, because the winner gets to choose the next modding contest. (at least, I think...)d >.<
Still, a giant over-powered mech can be found in AA- umm, the Pelian army or Whitty's wonderful mods.


Tue Oct 13, 2009 2:02 am
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happy carebear mom
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Post Re: Mod Contest 5 | Times changed
Point.blank wrote:
Then for your sake you'd better be a helluva good modder, because the winner gets to choose the next modding contest. (at least, I think...) >.<

Yup, winner chooses next theme. Don't have to be a great modder, just capture the hearts of the voters. Lua is nice, and complicated, but you can impress in many ways.


Tue Oct 13, 2009 2:15 am
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Post Re: Mod Contest 5 | Times changed
Point.blank wrote:
Still, a giant over-powered mech can be found in AA- umm, the Pelian army or Whitty's wonderful mods.

No so much WWM as Whitty's Tek Troopers. Good god, that thing is beyond unkillable.


Tue Oct 13, 2009 2:15 am
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Joined: Mon Apr 06, 2009 9:41 am
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Location: New York
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Post Re: Mod Contest 5 | Times changed
Are we allowed to use Azukki's templates?
I mean sure, I could do a mod from scratch - it's just so much easier with a template, though. Surely that doesn't count as copying, though, right?


Tue Oct 13, 2009 5:38 am
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Post Re: Mod Contest 5 | Times changed
I believe this was addressed before. Yes, you can use his templates, since it's basically just copying base.rte anyway.


Tue Oct 13, 2009 5:39 am
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Joined: Mon Feb 02, 2009 9:18 pm
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Location: Ancient Hispania
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Post Re: Mod Contest 5 | Times changed
Hyperkultra wrote:
Point.blank wrote:
Still, a giant over-powered mech can be found in AA- umm, the Pelian army or Whitty's wonderful mods.

No so much WWM as Whitty's Tek Troopers. Good god, that thing is beyond unkillable.


You're mad, old school kills the unkillables or break the game tryng to...
like basebusters, stamper, or that hiper neutron cannon what splits a map with each shoot.

[Edit] Sorry about offtopic.


Tue Oct 13, 2009 11:57 am
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Post Re: Mod Contest 5 | Times changed
Yes! Time moved!!
My computer busted last Friday and I feared for my not-yet-done creation...


Thu Oct 15, 2009 1:12 am
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Joined: Mon Jun 04, 2007 5:55 am
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Post Re: Mod Contest 5 | Times changed
okay guys, i've flipped it around re-made it from scratch about 6 times, my mod does not work, even though it loads. the gibs don't actually gib, the glows don't actually glow, and the lua doesn't actually work. the only lua that works is a timer and a force-upright bit.

i've been trying to get it to work this entire time and I have been at this same block since then.

I'm out, I quit, no modding contest for me, i'll just tell you what my submission was going to be, since it's never gonna be made.

A haunted rock that you throw, that on impact creates this bright light and all these symbols and crap, and ghosts start flying out of it. the ghosts gravitate towards the nearest actors of BOTH TEAMS (hence the lua, which didn't work no matter what I did), and both teams would automatically shoot at the ghosts, since ghosts are spooky. if you had a heavy enough weapon it might push the ghosts away. also the ghosts would explode in... ghostly... death... stuff...

In terms of code, a TDE that stays upright, that gibs into an AEmitter at 0, -188 (or 188, neither worked) that emits ghosts, which are actually BRAINS WITH LUA, that would have been sprited like the pac-man ghosts and Uboa. the brains would have a stupidly high gib impulse and HP and would be really light, so that when someone shoots them they'd be pushed, but they'd be gravitating towards all actors with lua. the lua would also have a timer that after about 30 to 45 seconds they would gib (math.random so each ghost is different) and they would gib as an Impulse grenade (with different colors of course)

The problems I encountered are:

the AEmitter never showed up, except once in the scene editor.
the lua for gravity never worked
when I placed just the AEmitter, the glow either never showed up, or showed up a few hundred pixels to the right. I'd let it slide if it was even 20 pixels off, but it was HUNDREDS.
Because of these setbacks I never actually made the ghosts/brains themselves, just tested the lua with other objects.


anyway, that said, I'm out. no mod submission from me. Later guys.


Wed Oct 21, 2009 7:48 pm
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Post Re: Mod Contest 5 | Times changed
its a shame you didnt just try it at 0,0, sometimes super large vectors dont work. its a pretty nice idea though, but in the case of it not working i would have spawned all the gibs with the create script of the one gib that would work. shame you cant enter. thats one less competitor :(


Wed Oct 21, 2009 8:37 pm
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Post Re: Mod Contest 5 | Times changed
How many are still in? The amount seems to drop from contest to contest.


Wed Oct 21, 2009 8:44 pm
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Joined: Fri Feb 02, 2007 3:53 pm
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Post Re: Mod Contest 5 | Times changed
this is probably because the theme gets more and more obscure each contest


Wed Oct 21, 2009 8:48 pm
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Post Re: Mod Contest 5 | Times changed
I'm still thinking of what to do. :P But I'm not out yet.


Wed Oct 21, 2009 8:49 pm
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Post Re: Mod Contest 5 | Times changed
I'm in. Been working on this for over 2 weeks, not gonna drop out now.


Wed Oct 21, 2009 8:50 pm
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