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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Fri Jan 25, 2008 3:53 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
@The Gunslinger: I know what you mean. But unfortunately, as it turns out sharp aim distance is a read-only property. I can't affect it in any way. This means there will be no dynamic adding or removing of optics of any kind. And this definitely means that an actor itself can't cause a weapon to have greater aim distance.

Dang. What about stuff like the protection packs I mentioned, and maybe more powerful jetpacks? That'd be a pretty sweet upgrade for the Oni, a proper rocket pack rather than the jump jets it comes with now.

Darlos9D wrote:
@kexus:
kexus wrote:
she

Hey, look who's been paying attention. Hell, I almost said "he" in reference to my own units a couple times in writing this post. It's easy to forget, especially since they don't look or sound feminine at all.

I just say 'it' or 'they' to avoid confusion.

Lastly, happy news on the Nuclear Laser!


Sun Aug 21, 2011 2:57 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The Gunslinger wrote:
Darlos9D wrote:
@The Gunslinger: I know what you mean. But unfortunately, as it turns out sharp aim distance is a read-only property. I can't affect it in any way. This means there will be no dynamic adding or removing of optics of any kind. And this definitely means that an actor itself can't cause a weapon to have greater aim distance.

Dang. What about stuff like the protection packs I mentioned, and maybe more powerful jetpacks? That'd be a pretty sweet upgrade for the Oni, a proper rocket pack rather than the jump jets it comes with now.


You actually hit the nail on the head for two of my ideas. I was thinking hard about making some kind of armor reconstruction pack that you throw down and it changes your armor. I'm not 100% certain how that'd end up working functionally though. Since it'd basically completely swap out your armor no matter how I go about it, it'd also pretty much replenish your health, wounds and all. It'd be kinda lame to just let them throw the pack down wherever and have it instantly heal them, so there will have to be some kind of delay to it, kinda like the time it takes to construct a Shishi. Maybe it requires the use of some kind of stationary bunker module. I dunno, I'm still thinking about it.

As for the powerful jump jet backpack, that is in fact an idea I had and was seriously considering implementing. Of course, you'd have to give up using any other backpack with it, but hey, tradeoff.


Sun Aug 21, 2011 3:14 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Could always have it set it's health to what the original unit had, then regenerate back to max.


Sun Aug 21, 2011 5:02 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Dammit Darlos, your enthusiam is inspiring as hell. I might have to resume modding soon. :U
With that out of the way, your ideas sound awesome, and i'm direly looking forward to playing around with the results. Even right now, DarkStorm is likely one of, if not THÉ most technically advanced mod out there, and polished to be so shiny that the sun gets a tan. And now you're making it even better. Crikey.


Sun Aug 21, 2011 5:58 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos, are there any possibilities that in a not distant future DarkStorm will have some scenes/missions?


Sun Aug 21, 2011 10:40 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
So I have a question for you guys, regarding recoil and aiming. I'm starting to discover there might be a possibility that I could set it up so the recoil just throws off your actual aiming angle (basically, physically kicks your gun upward), as opposed to making the gun spray more. But... do any of you actually want that? Let's look at the pros and cons

-"Realistic" Recoil that throws your aim off-
Pros: Well obviously its more realistic.
Cons: It requires more direct control from you, since you have to actually counteract the movement manually with either the aim up/down keys or the mouse. So, it'd be harder to actually deal with.

-Recoil that just makes your gun spray more wildly, without moving your actual aim angle.-
Pros: You don't have to actually control your aim. Instead, you simply aim and then fire controlled bursts or single shots.
Cons: Less realistic, and maybe even kinda funny-looking.

So, what do you guys think? I could see people actually arguing that the increased-spray method might be better since it requires less twitch-adjustment from the player. Plus I already have it implemented. I'll do the realistic recoil version if I can, since I'd definitely like to implement it. But I won't do it if people actually just don't wan to deal with that, since I can see how it might be annoying for those who aren't crazy action/fps type gamers.


Mon Aug 22, 2011 7:10 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I want the realistic kind. If I can rambo in DoD, I think I can handle a little recoil from a Darkstorm rifle.


Mon Aug 22, 2011 7:26 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I would personally prefer the wild spray, but that defeats the purpose of actual recoil.

Actual recoil sometimes won't be a problem if you know how to lower your aim accordingly while wild spray is just that, simple, plain and old pray n' spray.

So do the "real" recoil.


Mon Aug 22, 2011 7:48 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Quote:
-"Realistic" Recoil that throws your aim off-
Pros: It requires more direct control from you, since you have to actually counteract the movement manually with either the aim up/down keys or the mouse. So, it'd be harder to actually deal with.

I think that answers your question.


Mon Aug 22, 2011 7:52 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Well alrighty.

Also damn, whats with these incredible Homestuck avatars. That looks like some kind of anime intro ♥♥♥♥.


Mon Aug 22, 2011 8:17 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Now that realistic recoil and scripts on attachables are possible this will be even more awesome, keep up the good work.


Mon Aug 22, 2011 9:52 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Its an awsome mod i use the onis for all of my defenses.A good addition would be a mech or 2 or 3 or 4 or 10.I really love mechs.


Sat Aug 27, 2011 11:30 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos' commentary on mechs.

Darlos9D Aug 20, 2011 wrote:
Unfortunately, no mech of any kind is in order. But you have to realize that my aim is to basically set it up so the Oni power armor IS the mech, in compact form.
Darlos9D Dec 18, 2010 wrote:
I fully intend to completely negate any need for a mech or heavy crab bot or anything of that sort by simply turning the Oni into a fully customizable heavily armed compact bipedal tank in its own right.
Darlos9D Jun 19, 2010 wrote:
No. No mechs in this mod.
Darlos9D Dec 08, 2009 wrote:
Probably not. I just don't want to start working in that scale.


Sun Aug 28, 2011 2:18 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos, is there any chance of DarkStorm base modules of any kind ever being introduced?


Sun Aug 28, 2011 8:52 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Personally, I see Darkstorm as more of a supplement to your existing base. While some Darkstorm 'helper' modules like healing modules and whatnot would be nice, I don't think all black and blue is a pleasing colour for a base. You're better to get a colour scheme absolutely worked out and then ask for this.


Last edited by [Insert Name Here] on Sun Aug 28, 2011 12:57 pm, edited 1 time in total.



Sun Aug 28, 2011 10:50 am
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