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 Cricket's Mod Predecessors 
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 Cricket's Mod Predecessors
You don't think that when I make a mod, it always has a flawless start, do you?

This here is a small pack of four "predecessor" mods that I have kept over the years, despite their superior successors. Why have I kept them? I'm not completely sure. But they always give me a feeling of giddiness when I see them. It's like looking at baby pictures of your grown-up child, I guess.

Image

A run-down on what's what:

-- C Gravity Gun --
Successor: HL2 Gravity Gun
This is what the formidable(?) HL2 Gravity Gun used to be. A device that picks actors and devices up at point-blank range. It's completely velocity based and uses no fancy math or anything of the like. Attempting to pick up large objects could result in a mess.

-- Plasma Shield Gun --
Successor: Handheld Energy Shield Generator
Hold fire to project an energy shield around you. It isn't hands-free, so you can't use any devices while it is activated.

-- Tech Tablet --
Successor: GMod Phys Gun and Tool Gun
This was originally going to be my own private version of TLB's "FBM CB" Computer Brain mod, but while the two of them have similar user operations, TLB's mod seems to focus on destruction, while this (and its successor) are more for construction and manipulation. It eventually turned into GMod because of the popularity of GMod on the internet, and the name "Tech Tablet" didn't really sound right.

-- Potions --
Successor: Phoenix Potion
The potions don't exactly have anything phoenixy in them, but they did inspire the creation of the Phoenix Potion. There are seven potions total, and they all work except for the Gravity Minus Potion. Not sure why that one doesn't work.


There are other predecessor mods that aren't in this pack, but it's not like they completely worked anyways. The old TF Grappling Gun had a stable and working rope, but was deleted once the Claw Shot and Hook Shot were created (those were old versions of the TF version). The Medical Healer Mk2 from the Medical Supplies pack also has a predecessor, which is the Medical Healer in my old Cricket's Mini Mod Pack.


Attachments:
Predecessors.rte.rar [976.08 KiB]
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Fri Jun 25, 2010 11:55 pm
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Post Re: Cricket's Mod Predecessors
cool. i like the sprites alOT. normaly i wood say something about being the first poster but that is against the law :smile:

USER WAS WARNED FOR THIS POST
NOTES: Violation of the spirit of the rule, if not the exact letter, as well as useless "criticism" and obvious failure to actually download the mod.


Sat Jun 26, 2010 1:20 am
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Post Re: Cricket's Mod Predecessors
That gravity gun is really fun and i remember the Phoenix potion. "Why won't you die?!".

That energy generator looks very handy but may we have some pictures of it and the growth potion in action please?


Sat Jun 26, 2010 8:33 am
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 Re: Cricket's Mod Predecessors
I've teste them , and they are very useful , I was needing some "tools" , but to change the potions effect time I must incrase their particles' lifetime?


Sat Jun 26, 2010 11:29 pm
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Post Re: Cricket's Mod Predecessors
CCnewplayer wrote:
I've teste them , and they are very useful , I was needing some "tools" , but to change the potions effect time I must incrase their particles' lifetime?

For the potions that have specific lengths, go to

Predecessors.rte/Potions/<potionname>PotionB.lua

Then find
Code:
self.LifeTimer:IsPastSimMS(<some number>)

change the "<some number>" to the amount of time you want the potion to last (time units are MS).


Sat Jun 26, 2010 11:34 pm
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Post Re: Cricket's Mod Predecessors
Worked fine , thanks :grin: but -1 doesn't work :dead:


Sun Jun 27, 2010 2:20 am
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Post Re: Yo mommas Predecessors
Well you could put it to 99999. I'm sure your games don't last that long.


Sun Jun 27, 2010 3:07 am
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Post Re: Cricket's Mod Predecessors
Yes, because ~10 second games are very, very, long.


Sun Jun 27, 2010 3:24 am
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Post Re: Yo mommas Predecessors
Sakiskid wrote:
Well you could put it to 99999. I'm sure your games don't last that long.


It's in milliseconds, nice.


Sun Jun 27, 2010 3:36 am
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Post Re: Cricket's Mod Predecessors
CaveCricket48 wrote:
Yes, because ~10 second games are very, very, long.

Well you just made my day. I know you were being smart, but it still made me laugh.
ANYWAYS, you could just put it to
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
9999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
999999999999999999999999. I'm not really sure how long that is though.

A lot. Please don't stretch the page so very much next time, thanks. -Duh


Sun Jun 27, 2010 4:26 am
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Post Re: Cricket's Mod Predecessors
816 nines.
That's a fricken' ~52849653306274310840.520886182986 years. The world would end by then.


Sun Jun 27, 2010 4:47 am
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Post Re: Cricket's Mod Predecessors
Well then that's great, seeing how you can play until the world ends :D
And I knew duh would say something.


Sun Jun 27, 2010 3:49 pm
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