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pringer X
Joined: Thu Apr 22, 2010 11:03 pm Posts: 11
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Hmm.. Really the only thing irritating me with the mod so far is how the ammo packs sometimes end up flying off your actor when he lands on a really weird surface... Or if someone shoots it off. At least picking it up isn't too much of a problem..
I suppose someone can explain it? Maybe it has some kind of coding that is related to that of riot shields.
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Mon Apr 26, 2010 7:32 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote: Edit: Not sure if this was said before, but all the guns with the different attachments clutter the buy menu. Perhaps the attachment could be a seperate device that you manually attach to a gun? I have to balance between clutter and over complication, and that would have been over complicated. I'll definitely rework that system once I can work directly with attachables though. pringer X wrote: Hmm.. Really the only thing irritating me with the mod so far is how the ammo packs sometimes end up flying off your actor when he lands on a really weird surface... Or if someone shoots it off. At least picking it up isn't too much of a problem..
I suppose someone can explain it? Maybe it has some kind of coding that is related to that of riot shields. I'm ignoring this post because I was distracted by loli vampire.
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Mon Apr 26, 2010 8:27 pm |
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pawerguy
Joined: Sat May 01, 2010 5:49 am Posts: 1
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
sry if this is a stupid question but i couldnt find ne thing about it in the FAQ how do you change/view keyboard buttons e.g. melee and secondary fire? ty in advance
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Sat May 01, 2010 5:58 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Read the readme.txt. It will instruct you. Then put the key number you want into keyconfig.ini. Both these files are in the module folder.
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Sat May 01, 2010 10:06 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Hmmm.... I have a simple suggestion for an add-on to this mod.
Make a "Zero-Suit" Bushi clone. That way, we get to see what the Bushi's look like. It would be cool is she was equipped with some sort of an energy katana, and some sort of hi-spec silenced pistol. Have her use a jump, isntead of jets, and maybe have a grappling hook integrated in the same way as the Tengu's knives.
Even cooler would be if you made a device that you put a bushi in, wait a moment, and it spits out a tengu with a pistol and assault laser. That way, if you spend the time it takes to produce the suit, you could save money by starting with a cheaper actor.
I don't know if you're still working on this. I just thought this was an idea worth throwing out there.
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Thu May 13, 2010 12:19 am |
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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Interesting idea, i like. Darlos said (some time ago) that he'll continue on this as soon as B24 arrives, which will happen pretty SOONtm.
And no, i still haven't changed my mind, this is THE BEST faction mod for CC, I'd say that Shamsy takes the second place IMO.
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Thu May 13, 2010 12:57 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
damn, i was gonna do that clothing thing for my faction.
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Thu May 13, 2010 1:19 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos never said he'd do it. Even if he did it doesn't stop you from doing it.
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Thu May 13, 2010 8:20 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Some sort of actor refitting system would definitely be a handy thing to have. It is something I've thought about.
No guarantees though.
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Thu May 13, 2010 10:35 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
It would probably difficult... The idea was just a side effect of me wanting to see what a bushi looks like, and maybe get a cool new ninja actor.
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Thu May 13, 2010 11:37 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I am tempted to provide suggestions in a way such that would give the impression of the opinion that Lua on attachables is the new 'Sparkle Magic', in that it will magically make everything possible. Whilst my initial idea for my post was to spout ideas of how to make such a refitting idea happen, I think I'll instead think of ways which would make it impossible. For starters, if a good deal of variables are not made more accessible nor if the attachable Lua is not comprehensively fixed, then the idea will most likely be prohibitively difficult.
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Fri May 14, 2010 7:54 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
411570N3 wrote: Lua on attachables is the new 'Sparkle Magic'. And how. Though I like to believe that the sparkle magic is within all of us 
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Fri May 14, 2010 5:07 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Well, after having played through a variety of missions using nought but the Yuurei, Azukki's neck breaking gloves and the silenced pistol (to not be shot at whilst cloaked), I am rather compelled to suggest you replace the knife with 'Shuko', or 'Tiger's Claws'. Better explaining their ability to climb walls, something which the similarly knife-wielding tengu are unable to emulate, this would possibly allow you to, if you so chose, add additional features as follows and if possible: disarmament and neck-snapping. I am rather unsure of the possibility of disarmament; perhaps it may be enacted by checking the JointStrength and JointStiffness values before adding the appropriate force to the weapon which is then immediately removed on the next frame. Neck snapping and/or other appropriate manoeuvres may be more or less difficult, dependant on what individual manoeuvre entails.
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Sat May 15, 2010 1:08 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Eh... I don't want to bloat an actor with TOO many features. There's enough buttons and directional commands as it is.
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Tue May 18, 2010 7:53 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I was thinking that it would be reactive. If you're behind a dude and you hit his head he gets neck snapped. If you hit a wall and you're in the air you wall grab. If you hit a weapon it's a disarm. Etc.
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Wed May 19, 2010 8:12 am |
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