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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Ever thought of making a branch of Darkstorm Military Technologies that are more focused on direct assaults <samurai>? I'd love to see your designs from there. Though that's a dumb idea from me. Though on another note, could be nice to have energy/gas packs to be an actual item, rather then having specialized actors for each weapon, you could try giving "backpacks" mutliple frames, and having the device increment the frames a specific amount.

The electrolaser's shock effect makes my DSTech robots cringe. Can I use code for the lightning bolt effect?


Thu Dec 10, 2009 8:48 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
DSMK2 wrote:
The electrolaser's shock effect makes my DSTech robots cringe.
You know what? This is exactly what I had in mind when I designed it. God made men, Colt made them equal, and I MADE THEM EQUAL TO SUPER ROBOTS.

And yeah, go ahead and check out the effects code, I don't care.


Thu Dec 10, 2009 8:52 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Darlos9D wrote:
DSMK2 wrote:
The electrolaser's shock effect makes my DSTech robots cringe.
You know what? This is exactly what I had in mind when I designed it. God made men, Colt made them equal, and I MADE THEM EQUAL TO SUPER ROBOTS.


Meep. Though would be nice to have a electric effect that makes the shocked robots feel more... "Shocked".


Thu Dec 10, 2009 8:54 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
The electrolaser is ALL that works on DSTech. The bullets just don't have enough force to hurt them. Is there another weapon in this mod that does damage to DSTech? Just wondering.


Thu Dec 10, 2009 9:09 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Ingoguy15 wrote:
The electrolaser is ALL that works on DSTech. The bullets just don't have enough force to hurt them. Is there another weapon in this mod that does damage to DSTech? Just wondering.

No because my mod is balanced with vanilla content... supposedly.


Thu Dec 10, 2009 9:31 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Are you planning on adding any infantry weapons that use your secondary fire feature? Like for the laser rifle, secondary fire could be a double power, double energy consumption, and secondary fire for the grenade launcher could be manual detonation.


Fri Dec 11, 2009 12:30 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
What exactly is up with the Shishi having nearly no range?
I can only see what is directly next to it.


Fri Dec 11, 2009 12:46 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Ingoguy15 wrote:
Is there another weapon in this mod that does damage to DSTech? Just wondering.
I think the cryo and pyro guns would work, but that's about it unless the coil or missile works.
MidnightMuffin wrote:
What exactly is up with the Shishi having nearly no range?I can only see what is directly next to it.
Please read the thread. It is Lua controlled to have pinpoint accuracy at a pretty long range when not human controlled. It has also already been mentioned and will be fixed.


Fri Dec 11, 2009 12:55 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
CaveCricket48 wrote:
Are you planning on adding any infantry weapons that use your secondary fire feature?
No, I have a secondary fire setting for no reason.


Fri Dec 11, 2009 4:01 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Darlos9D wrote:
CaveCricket48 wrote:
Are you planning on adding any infantry weapons that use your secondary fire feature?
No, I have a secondary fire setting for no reason.

That makes no sense...


Fri Dec 11, 2009 5:29 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
joost1120 wrote:
That makes no sense...

See: Sarcasm. He is planning to implement more secondary fire things, though they are not realized as of yet.


Fri Dec 11, 2009 5:50 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
DSMK2 wrote:
Ever thought of making a branch of Darkstorm Military Technologies that are more focused on direct assaults <samurai>? I'd love to see your designs from there. Though that's a dumb idea from me. Though on another note, could be nice to have energy/gas packs to be an actual item, rather then having specialized actors for each weapon, you could try giving "backpacks" mutliple frames, and having the device increment the frames a specific amount.

The electrolaser's shock effect makes my DSTech robots cringe. Can I use code for the lightning bolt effect?


Dude, he DOES have 'Samurai': the heavy units! Nothing stealthy about them!


Sat Dec 12, 2009 2:10 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Exalion wrote:
Dude, he DOES have 'Samurai': the heavy units! Nothing stealthy about them!


*cough* That makes sense, though I was thinking on terms of not being in stealthy black and blue.

Why am I shocked that DarkStorm units are female? Curse you <not so> fine print... Though as Darlos describes it... They're more neutral gendered. Mrrmph.


Sat Dec 12, 2009 2:28 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
DSMK2 wrote:
Though would be nice to have a electric effect that makes the shocked robots feel more... "Shocked".
Perhaps you could have it set stunned units to crouch in convulsions and roll around on the floor by HFlipped toggling.
Anyway, I don't see why standard combat units aren't allowed minor camouflage.
So, how do you plan on making secondary fire work?
Toggling, straight-forward alternate trigger (like how the Shishi is currently), hold to fire alternately? If you choose the last one, you could use that to use the secondary melee options instead, as sometimes it doesn't work too well on slower computers or during lag currently.


Sat Dec 12, 2009 4:21 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
411570N3 wrote:
DSMK2 wrote:
Though would be nice to have a electric effect that makes the shocked robots feel more... "Shocked".
Perhaps you could have it set stunned units to crouch in convulsions and roll around on the floor by HFlipped toggling.
Anyway, I don't see why standard combat units aren't allowed minor camouflage.
So, how do you plan on making secondary fire work?
Toggling, straight-forward alternate trigger (like how the Shishi is currently), hold to fire alternately? If you choose the last one, you could use that to use the secondary melee options instead, as sometimes it doesn't work too well on slower computers or during lag currently.


I'm seeing something like this:
http://www.youtube.com/watch?v=RTmX14SI ... re=related
With the convulsions and rolling on the floor.


Sat Dec 12, 2009 4:38 am
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