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JacenHanLovesLegos
Joined: Wed Aug 04, 2010 3:14 pm Posts: 132
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Re: Dummy Expansion
I made the AAL fighter pilot that ejects from the reaper on my team by going and making it team 0. It worked too btw.
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Wed Aug 11, 2010 2:14 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: Dummy Expansion
The problem is that it should make the ejected pilot on team 1 if the ship is on team 1, which will not occur with that fix.
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Wed Aug 11, 2010 5:21 am |
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Xron
Joined: Tue Jun 01, 2010 6:01 pm Posts: 13
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Re: Dummy Expansion
These are good but their too expensive and kind of ruin the the point of dummy since they were supposed to be cheap replaceable soldiers instead of the petty strong guys you got here, but other than that they are very well made and I enjoyed using them.
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Wed Aug 11, 2010 10:44 pm |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Dummy Expansion
Quote: These are good but their too expensive and kind of ruin the the point of dummy since they were supposed to be cheap replaceable soldiers instead of the petty strong guys you got here Think of these guys as the Dummies Spec Ops soldiers. I've updated again and the Heavy dummy torso is now redone and there are two new types of grenades: -Flourine grenade: Pressurized container filled with the strongest elemental oxidising agent known to man. -Flourine fizzer: Same as the above but instead of releasing its load all at once it releases it in a highly pressurized stream, causing the grenade to bounce, spin, ricochet of walls and generally be unpredictable.
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Sat Aug 14, 2010 8:16 am |
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Mirefrost00
Joined: Sun Feb 15, 2009 4:59 pm Posts: 52
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Re: Dummy Expansion
The Heavy Dummy caught my interest immediately. Big, tough, generally well-produced... except for the jetpack. Do you intend for it to not be able to fly? Here on my end, I changed the standard "Jetpack" it comes equipped with to the "Jetpack Extra Heavy" that the Coalition Brain Bot uses, and that made such a difference! Something to consider, otherwise why bother with putting a jetpack on him?
Also, the Hand Cannon designed for said Heavy Dummy. It doesn't seem like the type of weapon to fire rounds that should bounce off of grass, so I did a little tinkering, and created a much more satisfying slug. It'll now punch through a few Dummies lined up, and give a Dreadnought a *really* nasty headache. I did see why you were hesitant to give the rounds any sharpness, as Sharpness = 1 would fire all the way through the bottom of the map. However, 0.01 is an acceptable value for that tag, so yeah. There were a few other structure changes there, so I'd be happy to PM the modified files to you for your review, if you'd like.
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Sun Aug 15, 2010 12:28 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Dummy Expansion
Quote: so I'd be happy to PM the modified files to you for your review, if you'd like. Please do!
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Sun Aug 15, 2010 12:30 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Dummy Expansion
Make the hand cannon fire an MOSRotating rather than an MOPixel. Right now it looks pathetic.
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Sun Aug 15, 2010 12:59 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Dummy Expansion
Quote: Make the hand cannon fire an MOSRotating rather than an MOPixel. Right now it looks pathetic. This really makes me want to help you. On a lighter note, I've updated again. The heavy dummie has a jet pack that works and the handcannon has been improved, both thanks to MireFrost00. There are two new weapons: -A dual wield-able Shot blaster, Basically a sawn off shotgun. -A Flourine Gas Sprayer. I've updated the Activities.ini And the acid bombs rotation problem has been fixed.
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Sun Aug 15, 2010 4:10 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Dummy Expansion
BIG update:
Added Rail and Nail weapons. Added three pre-equipped actors. Cleaned up the flourine gas sprayer sprite. Updated Activities.ini again.
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Mon Aug 16, 2010 7:42 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Dummy Expansion
Fluorine. Not flourine.
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Mon Aug 16, 2010 9:11 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Dummy Expansion
Whoops.
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Mon Aug 16, 2010 9:24 am |
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shadowsofwhite
Joined: Thu Dec 23, 2010 5:22 am Posts: 12
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Re: Dummy Expansion
This may be a touch of a necro, but I really like this mod.
I had several problems with it, and having no experience with the language, had to remove several parts for it to mostly work.
Problem 1: The Heavy Hand Cannon. If the heavy hand cannon hit an actor, particularly if that actor was from your earlier Zorg Industries mod, the game would instantly crash. This includes shots from the mounted cannons.
Problem 2: Things not showing up or being usable. This problem was/is in particular with the slugger, escape pod, and shaft cover (I managed to fix the shaft cover on my own, due to it simply not being an entry in the available modules). Unfortunately, I can't figure out how to fix the others.
I also removed everything involving acid, because that stuff produced endless slowdown, and would punch holes through to the center of the earth. Other than that, I absolutely love this mod! The spriting is great, and most things seem to work quite well. Props.
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Fri Dec 24, 2010 5:59 am |
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bt321
Joined: Thu Jun 05, 2008 9:17 pm Posts: 26
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Re: Dummy Expansion
Great mod, love your spriting
Some innovations that differentiate it from the other dummy mods would b appreciate ( other than your sexy spriting)
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Fri Dec 24, 2010 5:44 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Dummy Expansion
that was quite a necro but I was going to PM you any way to ask if you could up the mat strength to the new standard? (I need me nail shotgun D: )
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Sat Dec 25, 2010 12:27 am |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Dummy Expansion
IS this compatible with B24?
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Sat Dec 25, 2010 2:39 am |
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