The (Coalition) Punisher - Heavy brain robot (v1.5.1) 5/2012
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
YIPEE KAI YAY!!!! also instead of making one with a crapton of items, make specialized versions, like an overwatch type, miner, cqc etc... all with the rocket fist+ grab and like 2-3 guns on each, then the jetpack would fly better too
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Fri Feb 05, 2010 1:59 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
wiffles wrote: YIPEE KAI YAY!!!! also instead of making one with a crapton of items, make specialized versions, like an overwatch type, miner, cqc etc... all with the rocket fist+ grab and like 2-3 guns on each, then the jetpack would fly better too Not a bad idea, actually. I'll look into combining all the fist weapons for the next update after this one. As for the jetpack, it doesn't matter. I could make it more powerful right now if I wanted to so that's irrelevant.
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Fri Feb 05, 2010 2:39 am |
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firetigerchs
Joined: Sun Sep 06, 2009 1:59 pm Posts: 4
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
This is kind of a noob question, but is there anyway to get the enemy to use it in single player skirmish? I've tried, but it doesn't want to work.
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Fri Feb 05, 2010 2:43 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
firetigerchs wrote: This is kind of a noob question, but is there anyway to get the enemy to use it in single player skirmish? I've tried, but it doesn't want to work. Go to missions.rte and open Skirmish Activities. Make a backup of Skirmish Activities, too. Add this line: Code: AddAttackerSpawn = ACDropShip CopyOf = Drop Ship MK1 AddInventory = AHuman CopyOf = CoalitionPunisher/Punisher Save, play.
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Fri Feb 05, 2010 2:45 am |
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firetigerchs
Joined: Sun Sep 06, 2009 1:59 pm Posts: 4
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Thanks. Now for epic Punisher on Punisher battles. Death mode while using a Punisher will finally be challenging again.
EDIT: Hmm. It doesn't work. Says 'Referring to an instance ('CoalitionPunisher/Punisher') to copy from that hasn't been defined!'
Help?
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Fri Feb 05, 2010 2:47 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
firetigerchs wrote: Thanks. Now for epic Punisher on Punisher battles. Death mode while using a Punisher will finally be challenging again.
EDIT: Hmm. It doesn't work. Says 'Referring to an instance ('CoalitionPunisher/Punisher') to copy from that hasn't been defined!'
Help? Well, if you have the mod installed it should work just fine...
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Fri Feb 05, 2010 3:01 am |
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firetigerchs
Joined: Sun Sep 06, 2009 1:59 pm Posts: 4
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
I'll try reinstalling.
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Fri Feb 05, 2010 3:02 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Don't. If you defined it in a base file, then it tries to load the skirmish activities and reference the Punisher, before the Punisher has been loaded up. So it is referencing something that doesn't yet exist.
EDIT: One sec, I've almost got this working.
Last edited by TorrentHKU on Fri Feb 05, 2010 3:10 am, edited 1 time in total.
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Fri Feb 05, 2010 3:05 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Hyperkultra wrote: Don't. If you defined it in a base file, then it tries to load the skirmish activities and reference the Punisher, before the Punisher has been loaded up. So it is referencing something that doesn't yet exist. Oh shoot you're right, I forgot. I use a skirmish activities not referenced in base.rte, that's why. Duh. Alright, new method. Create a folder called "Z.rte" in the Cortex Command directory. Put a text file called "Index" that says this in "Z.rte" Code: DataModule IncludeFile = Z.rte/Skirmish Activities.ini
Then create text file in z.rte and call it "Skirmish Activities." Past this into it: Code: AddActivity = GABaseDefense PresetName = Skirmish Defense SceneName = Grasslands TeamCount = 2 PlayerCount = 1 TeamOfPlayer1 = 0 TeamOfPlayer2 = 1 FundsOfTeam1 = 5000 FundsOfTeam2 = 5000 CPUTeam = 1 Difficulty = 3 SpawnIntervalEasiest = 20000 SpawnIntervalHardest = 8000 AddAttackerSpawn = ACDropShip CopyOf = Drop Ship MK1 AddInventory = AHuman CopyOf = CoalitionPunisher/Punisher Then go to mission.rte and open Index.ini Add "//" before the line "IncludeFile = Missions.rte/Skirmish Activities.ini"
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Fri Feb 05, 2010 3:08 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Less messy way: Paste this Activities.ini into the CoalitionPunisher.rte . Now, paste this at the bottom of index.ini in CoalitionPunisher.rte . Code: IncludeFile = CoalitionPunisher.rte/Activities.ini And you're done! Go play skirmish and kill some Punishers!
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Fri Feb 05, 2010 3:14 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Hyperkultra wrote: Less messy way: Paste this Activities.ini into the CoalitionPunisher.rte . Attachment: Activities.ini Now, paste this at the bottom of index.ini in CoalitionPunisher.rte . Code: IncludeFile = CoalitionPunisher.rte/Activities.ini And you're done! Go play skirmish and kill some Punishers! I like Z.rte though because you can use it for any mod in the future. But yeah, that way is easier.
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Fri Feb 05, 2010 3:17 am |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Foogooman wrote: Not really, the background arm/hand has to go somewhere.
But remember the KMF Kommodo? it had a one handed gun that (when extended) wasn't held by the other hand. I think it's a matter of offsets, but I'm not sure.
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Fri Feb 05, 2010 3:24 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Joe wrote: Foogooman wrote: Not really, the background arm/hand has to go somewhere.
But remember the KMF Kommodo? it had a one handed gun that (when extended) wasn't held by the other hand. I think it's a matter of offsets, but I'm not sure. You can have a one handed gun either by adding under AddDevice = HDFirearm, or you can set the SupportOffset = Vector (Where the off hand attached to the weapon) to a point the arm can't reach even at full extension. It's annoying that both Foreground and Background hands are drawn over a held weapon. Normal size actors get away with it because there aren't enough details to distinguish what the hands are doing. At this size, however, you can clearly see all the fingers' positions on or off a gun and your options are limited, especially with one-handed weapons.
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Fri Feb 05, 2010 3:57 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
New version, check the OP.
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Fri Feb 05, 2010 6:07 am |
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Camalaio
Joined: Fri Apr 06, 2007 10:11 pm Posts: 45
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Re: The (Coalition) Punisher - Heavy brain robot (v1.5) 2-05-010
Does not work on Mac still. Refer to my last post. It's fun, I just dislike RTE aborts that I have to go fix
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Fri Feb 05, 2010 7:19 am |
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