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 District 9: Alien Armory 
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Joined: Thu Aug 06, 2009 8:34 pm
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Post Re: District 9: Alien Armory
whitty wrote:
It's a mac, they can't right-click or triforce.

Uhh, yes, macs can right click. I think you just have to set it.


Sat Jan 09, 2010 1:32 pm
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Post Re: District 9: Alien Armory
Holly cow! Whts happend with my topic, LOL! Offted as hell! :lol:
Happy New Year for all =)))


Wed Jan 20, 2010 11:43 am
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Post Re: District 9: Alien Armory
It's ctrl+click, or you can buy a half-decent mouse. I have a mac myself. Taught myself to mod by converting mods.


Wed Jan 20, 2010 6:27 pm
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Post Re: District 9: Alien Armory
whitty wrote:
It's a mac, they can't right-click or triforce.

Actually, we can triforce too.


Wed Jan 20, 2010 8:47 pm
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Post Re: District 9: Alien Armory
Having recently managed to watch the film (which is fantastic) I must say that I like this mod very much and I would like to take it on dates and give it flowers.

Beautiful spritework, lovely feel and sound to the weapons, with destructive effects that you'd expect from (FOKIN') prawn tech. Top-class stuff!

Just a query, however: does the patch file still need to go over the current version (07)? I'd love to know.


Wed Jan 20, 2010 9:52 pm
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Post Re: District 9: Alien Armory
2 Fat Zombie:
Wow! Thx for a realy good words! Im feel much happy! :smile:
Yeah! Its a "Must Install" patch, `cause they did Fixes and updates and set the version to 07 - Without patch version not 07


Thu Jan 21, 2010 3:32 am
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Post Re: District 9: Alien Armory
And another one issue.
I place the SFX-exe module with mod+patch on first post special for who have no RAR=) PLz test it on MAC and post here ur result - installing properly or not. Thx for attention


Thu Jan 21, 2010 7:28 am
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Post Re: District 9: Alien Armory
Methelina wrote:
And another one issue.
I place the SFX-exe module with mod+patch on first post special for who have no RAR=) PLz test it on MAC and post here ur result - installing properly or not. Thx for attention


Mac's can't run .exe's, sry.


Sun Jan 24, 2010 1:10 am
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Post Re: District 9: Alien Armory
how to instal becuos i get a error so had to delete my cc folder :x :x


Sat Jan 30, 2010 11:12 am
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Post Re: District 9: Alien Armory
We need more information:
How did you try to install it?
What error did you get?


Sun Jan 31, 2010 10:55 am
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Post Re: District 9: Alien Armory
hey i can convert mods but this mod is still not working could you please create a zip version? it would be of great help methalina as i can see this looks like a great mod


Sun Jan 31, 2010 11:41 am
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Post Re: District 9: Alien Armory
This mod is pretty darn beast, but I hear the complaints of people- The mech has a very limited movement range. I mean, in scenes with deep pits they're screwed, like it or not- Unless you use a gravity gun or something, they are impossible to retrieve and you have to consign them dead. Same with the prawns. And the gravity gun- Ugh! I lose control far too often because I move the angle too high up- Can you request to use the HL2 gravity guns from CaveCricket or at least the script? That's what I do, but I just buy it separately.

And the missiles- Oh, the missiles! They home in on targets indeed, but they have rather significant accuracy issues, like how they whip around corners too sharply and end up exploding on another wall because they can't change their momentum fast enough.


Sun Jan 31, 2010 5:01 pm
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Post Re: District 9: Alien Armory
Zoroaster wrote:
This mod is pretty darn beast, but I hear the complaints of people- The mech has a very limited movement range. I mean, in scenes with deep pits they're screwed, like it or not- Unless you use a gravity gun or something, they are impossible to retrieve and you have to consign them dead. Same with the prawns. And the gravity gun- Ugh! I lose control far too often because I move the angle too high up- Can you request to use the HL2 gravity guns from CaveCricket or at least the script? That's what I do, but I just buy it separately.

And the missiles- Oh, the missiles! They home in on targets indeed, but they have rather significant accuracy issues, like how they whip around corners too sharply and end up exploding on another wall because they can't change their momentum fast enough.


Thx for nice words! and about=)
Mech can not be done differently, cuz they will have a new huge trubles with gravity and path. And, LOL, my mech use HL2 gravi gun=) Its writen on the main topic in Credits. This type of gun must be used carefullym unstabile thing... *where is is Sunrise to fix it...* :smile: And missles =) If they will as u wish they start to be a cheat weap=) All weaps must have a little minuses to be balanced=)

Double post merge -Duh

kiberkiller wrote:
Methelina wrote:
And another one issue.
I place the SFX-exe module with mod+patch on first post special for who have no RAR=) PLz test it on MAC and post here ur result - installing properly or not. Thx for attention


Mac's can't run .exe's, sry.


Dmn... im just need to .zip it?


Mon Feb 01, 2010 7:24 am
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Post Re: District 9: Alien Armory
Yo dawg, one post at a time. The edit button is your friend.

Click Image that.


Mon Feb 01, 2010 2:06 pm
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Post Re: District 9: Alien Armory
Yeah, thx for info lOL. But i was at work and lag block all my attemps to edit=) When I at home I always edit all my post wht did on the work place.
... but i see what in this time im late to do this... So huge storm about it. sorry :(


Mon Feb 01, 2010 6:43 pm
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