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 Mehman's Experimental Weaponry[V33: Big Update] 
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Joined: Wed Dec 15, 2010 9:03 pm
Posts: 45
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Post Re: Mehman's Experimental Weaponry[Grenade launcher,HEAT rocket]
:roll: No, I have downloaded the mod from the OP
Hmm


Sun Oct 16, 2011 10:01 pm
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Joined: Tue Nov 17, 2009 7:38 pm
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Location: France
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Post Re: Mehman's Experimental Weaponry[Some bugs crushed]
I just updated this:

I removed every bug I could find on the rifle, that includes:
_ammo switching problems
_both attachables firing at the same time
_attachables not working at all
_lua console error spamming


Mon Oct 17, 2011 10:53 am
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Joined: Wed Dec 15, 2010 9:03 pm
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Post Re: Mehman's Experimental Weaponry[Some bugs crushed]
After the last update firemodes work again
Thanks


Thu Oct 20, 2011 12:21 am
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Joined: Tue Nov 17, 2009 7:38 pm
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Location: France
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Post Re: Mehman's Experimental Weaponry[Compilation Update]
I decided to make this a compilation of my best mods, so I added these:

_The transport cannon
_The heavy UAV
_The TK chip

Also fire now propagates to grass, wood, civilian stuff, gas, oil and flesh.


Sun Nov 06, 2011 6:52 pm
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Data Realms Elite
Data Realms Elite
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Joined: Mon Jul 12, 2010 5:39 am
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Post Re: Mehman's Experimental Weaponry[Compilation Update]
Is there even a wood material..? Huh.
Anyways, what about adding the runners?


Sun Nov 06, 2011 7:19 pm
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Post Re: Mehman's Experimental Weaponry[Compilation Update]
Materials.ini wrote:
Code:
AddMaterial = Material
   Index = 129
   PresetName = Wood
   Bounce = 0.4
   Friction = 1.0
   StructuralIntegrity = 40
   DensityKGPerVolumeL = 0.5
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   Priority = 10
   SettleMaterial = 136
   Color = Color
      R = 120
      G = 110
      B = 80


I may add them later if I find a way of reducing the floatiness.


Sun Nov 06, 2011 7:27 pm
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Post Re: Mehman's Experimental Weaponry[V20: Cannon Update]
Update:

Look, it's a bird...it's a plane...no, it's a ♥♥♥♥ of bombs wrapped in a two ton cannonball of doom flying towards us at 200m/s !



Wed Nov 09, 2011 12:08 am
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Joined: Sat Jul 25, 2009 4:24 am
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Post Re: Mehman's Experimental Weaponry[V20: Cannon Update]
This Experimental weapon is much better than *cough* AAL *cough*. but in seriousness, both are great. I really like that Uber Cannon.


Wed Nov 09, 2011 3:24 am
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Joined: Sat Oct 22, 2011 4:49 am
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Post Re: Mehman's Experimental Weaponry[V20: Cannon Update]
Now all we need is this cannon on Wheels.


Wed Nov 09, 2011 3:24 am
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Post Re: Mehman's Experimental Weaponry[V20: Cannon Update]
ok so this is something i found weird in the cannon that the drop pods that cannon shoots never self destructs i have to keep shooting at it to remove it from the battlefield
.
.
.
sorry for my bad English (i had to revise this post several times before posing it)


Wed Nov 09, 2011 7:00 am
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Post Re: Mehman's Experimental Weaponry[V20: Cannon Update]
LordVonKain wrote:
Now all we need is this cannon on Wheels.

With the range this thing has no map is too big for it not being able to reach some point of it, so why would it need to be moved?

Thriller wrote:
This Experimental weapon is much better than *cough* AAL *cough*. but in seriousness, both are great. I really like that Uber Cannon.

Thanks, even comparing a mod to AAL is a great compliment.

TheStragedyGuy wrote:
ok so this is something i found weird in the cannon that the drop pods that cannon shoots never self destructs i have to keep shooting at it to remove it from the battlefield


I know that, it is done on purpose to prevent it from scuttling in mid air, but I added a manual self destruct mechanism that can be triggered by pressing 's' .


Wed Nov 09, 2011 12:31 pm
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Joined: Sat Oct 22, 2011 4:49 am
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Post Re: Mehman's Experimental Weaponry[V20: Cannon Update]
Mehman wrote:
LordVonKain wrote:
Now all we need is this cannon on Wheels.

With the range this thing has no map is too big for it not being able to reach some point of it, so why would it need to be moved? .

it was more of a joke, but the AI can get to it if some maps/bases are not correctly made so it could require moving to avoid getting blown up.


Wed Nov 09, 2011 12:53 pm
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Joined: Sat Oct 15, 2011 4:19 pm
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Post Re: Mehman's Experimental Weaponry[V20: Cannon Update]
Nice mods, love 'em man

Now, on the subject of a mobile cannon, could you make it have a pie menu ability that makes it unable to fire, and pulls up the odd stilt things and replaces them with a rocket engine, so we can FLY away?, or even return the cannon to orbit for $$$?


Wed Nov 09, 2011 4:28 pm
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Post Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
Galacticruler wrote:
Now, on the subject of a mobile cannon, could you make it have a pie menu ability that makes it unable to fire, and pulls up the odd stilt things and replaces them with a rocket engine, so we can FLY away?, or even return the cannon to orbit for $$$?

I'll think about it.

Update:

I completely changed the way keys are set: instead of having to go through multiple lua files you just have to type one command in the lua console:
Code:
SetMehmanKeys(key0,key1,key2,key3,keyboardlayout)

key0 will work for everything that was previously triggered by num0, etc...
keyboardlayout must be set to 0 if your keyboard is azerty and 1 if it is qwerty.

Example:
If you want the keys to be x,z,num0,1 and you have an azerty keyboard then type:
Code:
SetMehmanKeys('x','z','num0','1',0)

in the lua console.

Also I added a new toy:
The Combat Detector:

Image

This detects nearby actors. To use it throw it. Once used press num3 to deactivate/reactivate. This can detect actors through walls to an extent(the efficiency of this process is inversly proportional to the square of the distance). The maximum range is 2500px (It won't go through any walls that far).


Wed Nov 09, 2011 11:06 pm
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Joined: Thu Nov 10, 2011 4:33 am
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Post Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
Hi, I don't quite understand keybinding...
I don't have any idea how to write lua, but I want to set my keys to z and x as I don't have a numpad on this laptop. (I mainly want the heavy drone's bombs)
I imagined I could just put SetMehmanKeys('x','z','num0','1',1) into console (qwerty), but that tells me ERROR:string[blah]:1: attempt to call global 'SetMehmanKeys' (a nil value)

So I'm kinda lost. Sorry for the noob issue... please instill some knowledge to me if it's not too much to explain -- if so, I understand.


Thu Nov 10, 2011 4:47 am
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