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 Metal Slug Faction 
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Joined: Mon Feb 02, 2009 9:18 pm
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Post Re: Metal Slug Faction
Lizard wrote:
You know, you can't ask someone for that. Ever tried to do walkpaths yourself?


I tried and I suck at that, I don't focus enough... there's no other choice.
Raijuuta wrote:
Allstone you finish the walkpath?

Stop asking. I trust in him and when he ends he will say to me.


Sun Feb 21, 2010 6:41 pm
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Post Re: Metal Slug Faction
I was talking to rajuta :P


Sun Feb 21, 2010 7:34 pm
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Post Re: Metal Slug Faction
Oups, sorries :-?


Sun Feb 21, 2010 7:45 pm
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Post Re: Metal Slug Faction
My names is Raijuuta don't Rajuta


Mon Feb 22, 2010 4:14 am
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Post Re: Metal Slug Faction
I'd hassle your English but it would be cruel.
NaXx, make a copy of the basic zombie, remove its walkpaths except for the first two points and then trying playing around with adding new ones. After about 5 minutes of editing and reloading with the actor editor you'll understand how they work.


Mon Feb 22, 2010 9:35 am
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Post Re: Metal Slug Faction
I'm brazilian and my english is not so god


Thu Feb 25, 2010 5:25 am
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Post Re: Metal Slug Faction
Geti wrote:
I'd hassle your English but it would be cruel.
NaXx, make a copy of the basic zombie, remove its walkpaths except for the first two points and then trying playing around with adding new ones. After about 5 minutes of editing and reloading with the actor editor you'll understand how they work.


There really should be a offset editor where you can drag things around.
And a simple walkpath editor would be handy, but offset editor is more needed.


Thu Feb 25, 2010 5:28 am
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Post Re: Metal Slug Faction
Offsets are cake. Walkpaths are the bigger pain. We definitely need a walk path editor to visually allow us to set nodes for walk paths and add them to an ini.


Thu Feb 25, 2010 5:32 am
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Post Re: Metal Slug Faction
LowestFormOfWit wrote:
Offsets are cake. Walkpaths are the bigger pain. We definitely need a walk path editor to visually allow us to set nodes for walk paths and add them to an ini.


I still hate reloading the actor every time. :cry:
Which is why i got in the habit of screen shooting and counting the offset.


Thu Feb 25, 2010 5:39 am
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Post Re: Metal Slug Faction
It's a nice mod, my only issue is the chaingun mech is prohibitively heavy, to the point that it can barely walk and that it can't jump doesn't help either

Also the tanks can fly but the mech cant? what


Thu Feb 25, 2010 5:56 am
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Post Re: Metal Slug Faction
THey can't fly in the game, they can jump tho.


Thu Feb 25, 2010 8:39 am
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Post Re: Metal Slug Faction
@LowestFormOfWit : +5 to this.

@dragonxp : well, I can put Reloadtime = 9999999 and then you'll cry with reason :wink:

@PlusEighteen : I think you're looking the point, very strong fire power, extremely low agility,
the tanks can fly by popular request but I want the mechs look like the original game, no more rapes.

@Lizard : I think he means Jetpacks and manouevre-skills.


Thu Feb 25, 2010 10:59 am
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Post Re: Metal Slug Faction
I know, the mechs can jump in metal slug, but they have no jetpack.


Thu Feb 25, 2010 11:55 am
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Post Re: Metal Slug Faction
Lizard wrote:
I know, the mechs can jump in metal slug, but they have no jetpack.

I never seen the chaingun mech jumping, walking in extreme chases...


Thu Feb 25, 2010 11:58 am
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Post Re: Metal Slug Faction
Well one of the others have got a jump attack, so why not?

EDIT: Seems like they're built on similar frames anyway.


Thu Feb 25, 2010 3:50 pm
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