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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: Crobotech Beta 3.2
Is it possible that by increasing the tank cannon's SharpLength, that you could decrease the size of the increment of aiming therefore decreasing the aiming sensitivity?
Just a theory...
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Sat Mar 13, 2010 3:25 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Beta 3.2
that would be more likely to work with decreasing the sharplength.
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Sat Mar 13, 2010 3:26 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: Crobotech Beta 3.2
Geti wrote: that would be more likely to work with decreasing the sharplength. Not necessarily, because when you increase SharpLength the range of sight increases, and so to maintain accuracy increment of aiming is also decreased. Otherwise one would have it to where the slightest budge of the mouse sends the reticule flying.
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Sat Mar 13, 2010 4:12 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Beta 3.2
Yeah, it does. You'll notice this with the sniper rifles and horizontal movement on the mouse.
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Sat Mar 13, 2010 6:12 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: Crobotech Beta 3.2
Hmm, seems to be different for me...
Oh, well, if you say so, it was just a thought anyway.
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Sat Mar 13, 2010 6:21 am |
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Joesycop
Joined: Mon Oct 19, 2009 9:04 am Posts: 302 Location: Under Your Bed
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Re: Crobotech Beta 3.2
Whenever i shoot the crab/tank things gun, I get an error, The game just ends is a better way of explaining.
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Sat Mar 27, 2010 1:43 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Crobotech Beta 3.2
This now has a permanent place in my heart and cc folder.
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Mon Mar 29, 2010 4:43 am |
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Zeranual
Joined: Tue Dec 22, 2009 5:36 pm Posts: 20
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Re: Crobotech Beta 3.2
Did you intend to have the light trooper cost more?
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Tue Mar 30, 2010 10:02 pm |
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hithron
Joined: Tue Mar 30, 2010 10:22 am Posts: 11
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Re: Crobotech Beta 3.2
wow just wow this was amazing when i looked at how they change and the sounds just put this mod together the detail is awesome and the weapons are great machinegun is very realistic and im marrying the shotgun on friday
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Wed Mar 31, 2010 10:02 pm |
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Dudemauler
Joined: Mon Jul 13, 2009 4:24 am Posts: 96
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Re: Crobotech Beta 3.2
Once again, in Tartarus, when the crobos spawn at the edge of the field, they stand still. Any other faction goes forward.
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Sun Apr 04, 2010 8:38 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Crobotech Beta 3.2
It's due to the way they spawn, and aside from recoding Tartarus, they're not going to work.
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Sun Apr 04, 2010 8:41 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Crobotech Beta 3.2
They wont work on anything... Ive made an MMitems for skirmish and they spawn and they just stand there. The Tank however WILL move towards the target. im guessing this is just due to Lua.
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Sun Apr 04, 2010 8:53 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Crobotech Beta 3.2
It's because crobotech spawns different actors. You may see 2 actors but there are about 30 i think.
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Sun Apr 04, 2010 9:01 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Crobotech Beta 3.2
Just hook CreateAHuman to force waypoints on all created actors on red team.
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Sun Apr 04, 2010 9:03 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Crobotech Beta 3.2
Oh god why did I ever leave the forum
These are not tears of joy, my eyes are ejaculating
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Tue Apr 06, 2010 1:00 am |
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