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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
Actors react both to actors nearby firing as well as being wounded.
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Thu Feb 24, 2011 10:33 am |
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Dare Devil
Joined: Wed Jan 21, 2009 10:15 pm Posts: 35 Location: Behind pc on the internet
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
411570N3 wrote: The Gunslinger wrote: You're not trying to be stealthy or tactical with automatic grenade launchers and miniguns. Use the AGL for mobile artillery. Use the minigun for crowds to kill them by killing each unit before it realises its ally is no longer blocking its line of sight. Darlos wrote: Not only can it take numerous hits before being rendered inoperable, it can withstand enormous forces. This allows it to wield our heaviest weapon systems. Its strength also makes it into a powerful close-range weapon in it's own right, as it can deliver crushing blows and turn most objects - even enemies - into deadly projectiles. I don't think artillery is close range...
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Thu Feb 24, 2011 4:32 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: DarkStorm Military Technologies -- Updated 12/20/09
No but you're just pulling two totally unrelated quotes together, hoping to correct someone.
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Thu Feb 24, 2011 4:39 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
n00b question what are the sub atomic rounds in the silenced weapons are they like EMPs and if so do they affect dummy dreadnoughts
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Thu Feb 24, 2011 4:46 pm |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
To actually answer your question: They don't alert the AI when shot, only if you hit them.
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Thu Feb 24, 2011 5:28 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Subsonic ammunition are cartridges that are modified so that the bullet leaving the muzzle of the gun does not produce the ballistic crack, the small sonic boom caused by bullets of normal supersonic ammunition breaking the sound barrier. Subsonic ammunition is often used in conjunction with suppressors (silencers...) to greatly reduce the noise (and flash) produced by firing a firearm.
The intended result of this is as maart3n said.
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Thu Feb 24, 2011 5:36 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
oh thanks thats very useful
not sarcasm
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Thu Feb 24, 2011 11:34 pm |
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Beta_Krogoth
Joined: Thu Feb 24, 2011 4:17 am Posts: 19
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I have to agree with gunslinger about how physically weak the guns are, but i also agree with 411570N3 about how the actors are supposed to be used.
The mod itself is supurb! the alt fire on weapons seems to be broken for me, but it doesn't really bother me, the only thing that does is how fragile the guns are, a couple of pistol rounds broke my assault rifle, hell the colalition can use their guns are shields half the time! A moderate increase in weapon toughness is fine by me.
As for the Oni's, i think their fine. but a little increase in toughness might please some people, but nothing too extreme of course.
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Fri Feb 25, 2011 7:53 pm |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Beta_Krogoth wrote: The mod itself is supurb! the alt fire on weapons seems to be broken for me, but it doesn't really bother me, Let me guess, you didn't set the controls up? You have to set up the controls before you can use them. EDIT: figured it would be nice to tell you how, so here we go: In the .rte file there is a text file called controls are something, open it and look at the instructions. Or something like that, don't actually have the mod on this laptop.
Last edited by maart3n on Sat Feb 26, 2011 3:11 am, edited 1 time in total.
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Sat Feb 26, 2011 3:08 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Nah, they are already set. It's like M and N or something like that. You can customize them, though.
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Sat Feb 26, 2011 3:09 am |
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Beta_Krogoth
Joined: Thu Feb 24, 2011 4:17 am Posts: 19
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
No, its started working since i've said that it doesn't work, but the guns that had alt fires used to spazz out half way through a clip and make an awful noise, but as said, it seems to be alright now.
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Sun Feb 27, 2011 11:05 pm |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
there is something wrong with secondary fire and controllers......
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Mon Feb 28, 2011 12:11 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
Try being more specific.
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Mon Feb 28, 2011 6:49 am |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
bioemerl wrote: there is something wrong with secondary fire and controllers...... I got secondary fire to work on controllers by using a program to script "o" and "p" to the R2 and L2 buttons, then making the secondary fire and melle buttons for player 2 "o" and "p".
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Mon Feb 28, 2011 3:00 pm |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
when I use controller the punch button is held down on the "large guy that punches", So it cant shoot, or do anything else, can you upload that program?
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Tue Mar 01, 2011 3:39 am |
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