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Nachtauge
Joined: Sat Apr 17, 2010 6:43 am Posts: 95
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Re: District 9: Alien Armory
Kettenkrad wrote: Wow, I didn't know there was a Russian forum... I found Lt Ridardo over there too, amongst others. Oh, I wanna be on the Russian forums . Anyways, I love this mod Just run it through Google Translate and you're pretty much a bona fide Russian. Still loving this mod by the way. I'd LOVE to see the electrified headbusting grappling hook thing on the Exosuit. It'd be even better if you could add physics and make it act like a rope with which you can toss people around, or just pop their head open.
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Wed Jan 05, 2011 10:41 pm |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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Re: District 9: Alien Armory
Thx for a good words! All for u all mates! This russian guys are good =)
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Thu Jan 06, 2011 1:12 am |
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harry10203040
Joined: Tue Jan 25, 2011 8:34 pm Posts: 1
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Re: District 9: Alien Armory
hey guys i want to play this but it wont work any advice (i have lots of mods and am prepared to go to vannila to make it work)
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Tue Jan 25, 2011 8:37 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: District 9: Alien Armory
How won't it work? Is there an error? Do the units not appear?
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Wed Jan 26, 2011 6:01 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: District 9: Alien Armory
i think he ran it on b24.
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Thu Jan 27, 2011 3:01 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: District 9: Alien Armory
Sims_Doc: that isn't really very helpful. harry10203040: Do you have !ParticleEffects.rte installed?
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Thu Jan 27, 2011 3:24 am |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: District 9: Alien Armory
Bringing this back into the limelight because I was interested in the disintegration code.
Is it possible to code it so ash particles to maintain the momentum of the target when you remove it? It seems strange to hit something in midair then have it fall flat on the ground.
It'd probably lag some if this were possible.
This would actually be pretty useful for a flamethrower.. Give it a health-damaging effect with a recurring impulse afterburn.. If the target's health goes below zero by either method, it turns into black dust with flame particles dispersed around the ash.
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Wed Feb 09, 2011 9:37 am |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: District 9: Alien Armory
Pictures need to be re-done.
Just tried them out and I love the microwave.
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Thu Jun 02, 2011 2:17 am |
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Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
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Re: District 9: Alien Armory
Ok, not sure whats going on, but i got a malware hit from google chrome on the title page...
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Tue Jun 07, 2011 4:28 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: District 9: Alien Armory
Mono The Elder wrote: Ok, not sure whats going on, but i got a malware hit from google chrome on the title page... easy now tiger. methelina.mail15.su This could be from anything, examples could be a avatar/signature. So don't worry. Edit: Whoa, there's a user named Methelina up above.
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Tue Jun 07, 2011 4:31 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: District 9: Alien Armory
Seems methelina is hosting her files on a website Google chrome doesn't like. I wouldn't worry about it.
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Tue Jun 07, 2011 5:47 pm |
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beanz213
Joined: Sat Apr 09, 2011 5:17 am Posts: 20 Location: united states
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Re: District 9: Alien Armory
nice arsenal.... geez i wish i was an experienced modder
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Sat Jun 18, 2011 7:53 pm |
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Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
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Re: District 9: Alien Armory
yeah, i get that from time to time so i figured i'd just let pplz know incase it was something more serious...
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Thu Jun 23, 2011 8:28 pm |
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DAME777
Joined: Wed May 18, 2011 2:44 am Posts: 491 Location: Dank dreams.
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Re: District 9: Alien Armory
I tested(everything ) D9 on B24 and it worked perfectly for me,so this should be B24 compatible .
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Wed Jul 13, 2011 7:00 pm |
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SCrampage
Joined: Mon Jun 22, 2009 5:43 pm Posts: 1
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Re: District 9: Alien Armory
I found nothing wrong with this mod. Its pure excellence. I would like to help the creator make some minor changes though. After watching the movie I did see that the Arc Rifle did shoot for longer periods of time in some scenes and also the tesla cluster MG shot explosive rounds. (If you saw the firing range scene he fires 3 rounds that explode in the range) Other than that and some issues with the prawn and the mech's armor, everything looks great! love this mod! (This brought me great joy over my vacation ) Edit: My account was reset so I'm not a noob - Plz keep that in mind!
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Sat Jul 30, 2011 5:43 pm |
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