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 Dummy Expansion 
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Joined: Wed Aug 04, 2010 3:14 pm
Posts: 132
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Post 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.


Last edited by JacenHanLovesLegos on Fri Oct 08, 2010 3:49 pm, edited 1 time in total.



Wed Aug 11, 2010 2:14 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post 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.


Wed Aug 11, 2010 5:21 am
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Joined: Tue Jun 01, 2010 6:01 pm
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Post 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.


Wed Aug 11, 2010 10:44 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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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.


Sat Aug 14, 2010 8:16 am
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Joined: Sun Feb 15, 2009 4:59 pm
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Post 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.


Sun Aug 15, 2010 12:28 am
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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so I'd be happy to PM the modified files to you for your review, if you'd like.


Please do! :grin:


Sun Aug 15, 2010 12:30 am
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Joined: Sun Oct 11, 2009 7:47 pm
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Post Re: Dummy Expansion
Make the hand cannon fire an MOSRotating rather than an MOPixel. Right now it looks pathetic.


Sun Aug 15, 2010 12:59 am
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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.


Sun Aug 15, 2010 4:10 am
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post 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.


Mon Aug 16, 2010 7:42 am
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Joined: Sun Jul 13, 2008 9:57 am
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Location: some compy
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Post Re: Dummy Expansion
Fluorine. Not flourine.


Mon Aug 16, 2010 9:11 am
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: Dummy Expansion
Whoops.


Mon Aug 16, 2010 9:24 am
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Joined: Thu Dec 23, 2010 5:22 am
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Post 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.


Fri Dec 24, 2010 5:59 am
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Joined: Thu Jun 05, 2008 9:17 pm
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Post 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)


Fri Dec 24, 2010 5:44 pm
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Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
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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: )


Sat Dec 25, 2010 12:27 am
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Joined: Sun May 02, 2010 3:39 pm
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Post Re: Dummy Expansion
IS this compatible with B24?


Sat Dec 25, 2010 2:39 am
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