DarkStorm Military Technologies -- Updated 12/20/09
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Ermmm, I don't know why, but some of the weapons (revolver laser, gatling gun) don't fire at all for me. I don't know any Lua, so I didn't fiddle with it, but it's not the winding up, I reduced it to 0, and still nothing.
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Mon Dec 21, 2009 5:17 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
What is the secondary fire?
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Mon Dec 21, 2009 5:20 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
What, is it because I use a gamepad, and not a keyboard and mouse? That might explain it. My secondary fire keys work, but not the primary ones.
For the record, and for further clarification, I use a gamepad with xpadder on, with 2 keys that I don't use in cc bound to secondary and melee, and the rest unbound, and only certain darkstorm weapons have this problem.
Last edited by Benpasko on Mon Dec 21, 2009 5:31 pm, edited 1 time in total.
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Mon Dec 21, 2009 5:23 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
What is your secondary fire?
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Mon Dec 21, 2009 5:31 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
My secondary fire is bound to x, and my melee is z, but those work right, the gatling gun and revolver laser's main weapons don't fire.
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Mon Dec 21, 2009 5:32 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Wait, how do you set those?
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Mon Dec 21, 2009 5:38 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I think there are extra ammo packs you need to have them pick up now, instead of specialized Oni. I haven't searched for them, but they'd probably be in either Tools or Shields. EDIT: Wait, what does the green armor do?
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Mon Dec 21, 2009 5:39 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I really like the new update and the direction this is going. I don't like really like the buy menu clutter. Instead of having different buy able actors for colored armor, you could use one and have an item that, when purchased, swaps the blue actor with its red, white or green counterparts (And same for the weapons.).
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Mon Dec 21, 2009 5:41 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Oh, I got it, I have to order an actor with the gun, and the ammo pack. Then I drop the ammo pack, and it goes on his back, and lets him fire. Ok.
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Mon Dec 21, 2009 5:50 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Wait, how do you set the melee and secondary fire buttons?
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Mon Dec 21, 2009 6:00 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Read the readme, it explains.
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Mon Dec 21, 2009 6:11 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Roon3 wrote: I really like the new update and the direction this is going. I don't like really like the buy menu clutter. Instead of having different buy able actors for colored armor, you could use one and have an item that, when purchased, swaps the blue actor with its red, white or green counterparts (And same for the weapons.). Changing armor dynamically would involve completely replacing the actor, which is kind of weird if you want to carry over wounds, health, and inventory correctly. As for the weapons, handling underslung stuff like that would be a nightmare. I mean, it'd be similar to the Oni backpacks, but... ugh, I just don't want to do it. Not with the current system. If we can script attachments in the next build, I'll most certainly go back and make all of this a lot cleaner though, you can rest assured.
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Mon Dec 21, 2009 6:31 pm |
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Shapeshifters
Joined: Thu Jun 12, 2008 10:06 pm Posts: 68 Location: Texas
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Maybe we can get some sort of door busting device or explosive since we do not have nano keys?
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Tue Dec 22, 2009 1:51 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Oh, ♥♥♥♥, I knew I forgot something. Nano pods. Thanks for reminding me.
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Tue Dec 22, 2009 3:07 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Underslung stuff works damn well. And the stealth guy's jump doesn't seem to lag anymore, good work.
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Tue Dec 22, 2009 3:12 am |
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