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 Hueg Pack o' Mods *Final update!??!* 
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Joined: Thu Aug 27, 2009 1:26 am
Posts: 67
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
oh hai i upgraded ur plasma cannon
Image

Also I really like the code you have written for that, it lets me use heavy mass bullets with no recoil o 3o
Using it at close range usually takes my arm off tho


Thu Jan 21, 2010 5:52 am
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
@Lizard: Ding! Props gained. :U

@Wiffles: Nah, that's not cool enough. Suicide guns have been done before, but i'm pretty sure that guns that fire the user are pretty low in number. :D

@dragonxp: Actually, i was thinking about removing those gifs altogether. Photobucket pisses me off by limiting available bandwidth, which results in the gifs not being viewable for the latter 2/3rds of all months. That being said, i still have the gifs on my computer, so i could upload them to TinyPic when i feel like doing so.

@PlusEighteen: Haha, u mad bro? :U
Also, yeah, that code is very nifty. I've used it in numerous weapons, where an AEmitter firing the particles would pose a significant threat to the user. Doesn't work very well at close range, as you mentioned, but at least it inherits the actors velocity, unlike the AEmitter method.

No particular news to report, other than the fact that the Soviet Pistol is turning out nicely. Doesn't work too well when fired while moving quickly, but you rarely need to do that in the first place. It's mainly for launching you from a standstill, preferrably into someones face.


Thu Jan 21, 2010 9:34 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Breaking news:

Image

♥♥♥♥ hell i love MORays. Allowing me to do effective Pyro Snipers. :U

Apologies for another double post by the way, but you guys just aren't active enough in here for me to wait for the next post.


Sat Jan 23, 2010 12:19 am
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Joined: Fri May 15, 2009 10:29 am
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
now make it fire crabs.


Sat Jan 23, 2010 12:24 am
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Lizard wrote:
now make it fire crabs.

Best idea I've seen all day. And I've seen some gooduns.


Sat Jan 23, 2010 2:17 am
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Joined: Sun Dec 06, 2009 11:54 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Zero Division Cannon is like OMFG!??!?

So... Laggy... And destructive... The only map with a brain to be destroyed which could be hidden from one shot was the Swarm map. And it got within five full-screen centimeters to it. That's something.

I felt that some weapons were unpolished, like the Generic Cannon, and the MFTBS felt sort of like a generic shotgun with massive recoil and maybe somewhat heavier bullets (I found that if I aimed in the same area of an actor with a Coalition Shotgun I'd get the same results, and that's the chest). But the bombs- Oh, the bombs! Nothing like packing, say, Whitty's Nuke craft with... Five cluster nukes!! ;D


Sun Jan 24, 2010 4:23 am
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Circle saw upgrade in progress
Image
If only I could get it to burrow through the ground but not leave a gaping hole


Sun Jan 24, 2010 8:42 am
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
PlusEighteen wrote:
Circle saw upgrade in progress
If only I could get it to burrow through the ground but not leave a gaping hole

Holy hell, will this and that upgraded canon be in update? :shock:


Sun Jan 24, 2010 12:50 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
probably not.


Sun Jan 24, 2010 12:51 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
deskup wrote:
PlusEighteen wrote:
Circle saw upgrade in progress
If only I could get it to burrow through the ground but not leave a gaping hole

Holy hell, will this and that upgraded canon be in update? :shock:

I could give it to you if you want, they're really basic changes though.
Also they make the game lag like crazy
And I've since changed them again so they don't lag as hard, so those pics aren't completely accurate
You can make the plasma cannon do that on it's own, just go into the PlasmaCannon.ini file and change

AddActor = Actor
PresetName = Plasma Shell
Mass = 8
RestThreshold = -500
...
AddGib = Gib
GibParticle = MOPixel
CopyOf = Final Blast Particle
Count = 400
Spread = 3.14
MaxVelocity = 20
MinVelocity = 1


to

AddGib = Gib
GibParticle = MOPixel
CopyOf = Final Blast Particle
Count = 4000
Spread = 3.14
MaxVelocity = 20
MinVelocity = 1


The saw is a little more complicated, and I'd like to release it here once I polish it some more, with shook's permission of course, since it uses a lot of his code


Mon Jan 25, 2010 5:50 am
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Quote:
You can make the plasma cannon do that on it's own, just go into the PlasmaCannon.ini file and change

AddActor = Actor
PresetName = Plasma Shell
Mass = 8
RestThreshold = -500
...
AddGib = Gib
GibParticle = MOPixel
CopyOf = Final Blast Particle
Count = 400
Spread = 3.14
MaxVelocity = 20
MinVelocity = 1


to

AddGib = Gib
GibParticle = MOPixel
CopyOf = Final Blast Particle
Count = 4000
Spread = 3.14
MaxVelocity = 20
MinVelocity = 1


The saw is a little more complicated, and I'd like to release it here once I polish it some more, with shook's permission of course, since it uses a lot of his code

Thanks, but can you explain what exactly does it change? I've seen the code for the first time in cc, does it mean that you shoot an obect that upon being destroyed breaks into the number of particles?
Man, how much do I have to learn :roll: (I want to make a mission... stupid me...)


Mon Jan 25, 2010 7:09 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
The little things that there are 400 of are the final particles, the ones that destroy things. Shook used a method that first fires an actor, then the actor gibs into the particles. He did this to avoid a recoil that would probably make the holder of the gun literally explode. If he had just fired 400 particles, then physics says that a CRAPLOAD of force would be fired backwards back onto the gun, exploding the actor holding it.


Mon Jan 25, 2010 7:40 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
If you mean the plasma cannon, I just made it shoot more boolets


Mon Jan 25, 2010 8:32 pm
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Joined: Mon Jan 18, 2010 7:03 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
I meant the whole extract, thanks for explanation Hyperkultra. And of course thanks for code :) Now the op weapon becomes even more op, poor Unitec


Mon Jan 25, 2010 8:40 pm
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Joined: Mon Feb 02, 2009 9:18 pm
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Post Re: My huge pack of mods, which is back. *Fix: Nov. 11th '09*
Shook, seriously when you decide to use another sprite and apply your codes
knowledge in it, all we'll be lost and very far away to triumph, until now, just awesome ^^


Tue Jan 26, 2010 6:39 pm
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