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 Mehman's Experimental Weaponry[V33: Big Update] 
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Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
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Post Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Mehman wrote:
Also the sniper uses armor piercing high explosive rounds that penetrate their target before exploding


Before exploding and an auto-adjusting scope, you say...

Hmmmmm...

I'll have to take a good look at that once it's out. Another fine piece of work! :)


Fri Feb 24, 2012 5:41 pm
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Joined: Tue Nov 17, 2009 7:38 pm
Posts: 909
Location: France
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Updated:
_sniper rifle added
_bugs crushed


Mon Feb 27, 2012 5:44 pm
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Joined: Sat Feb 26, 2011 10:29 am
Posts: 163
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Love this most, and second the "Trappers" from akblabla. Everytime played on it, the marvellous Lua magic return my enegry of tasting/modding CC.
Thank you.


Mon Mar 05, 2012 8:28 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[V25: new weapon]
That really means a lot to me, I'm glad you like my mods.


Wed Mar 07, 2012 4:42 pm
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Joined: Mon Jan 09, 2012 5:46 am
Posts: 20
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
i have lot of mods installed in CC but i only use this mod i love it
good job mehman keep updates up


Wed Mar 07, 2012 10:08 pm
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Joined: Wed Feb 08, 2012 10:12 pm
Posts: 611
Location: Brazil
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
FoxTop wrote:
i have lot of mods installed in CC but i only use this mod i love it
good job mehman keep updates up

You could delete the mods you don't use so then you decrease the game loading time.
Oh, and I also love your mods.


Thu Mar 08, 2012 1:46 am
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Joined: Sun Mar 25, 2012 8:45 pm
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
This just will not work with vanilla B26. Keeps crashing trying to find "missile.wav" and when i put in a random wav and call it missile.wav it crashes trying to find some stone sprite. Is there any fix for this or is this just not b26 compatible?


Sun Mar 25, 2012 8:48 pm
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Joined: Sun Aug 28, 2011 1:47 pm
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
There is a wrong reference somewhere, not necessarily in the filepath it says it cannot find. CC has a tendency to put the blame on a completely innocent reference when in fact the problem is somewhere else. Check if you installed the .rte correctly. Also, not to... insinuate, but are you sure you have the correct version of the game?


Tue Mar 27, 2012 9:35 pm
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Joined: Fri Feb 17, 2012 3:46 am
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
i like the mod its very cool but can you make links to each of the individual items? cause i mainly want the rocket launcher and assault rifle without all that other stuff (cause that other stuff is laggy)


Wed Mar 28, 2012 2:42 am
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Joined: Mon Nov 14, 2011 8:58 pm
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Joseh123 wrote:
FoxTop wrote:
i have lot of mods installed in CC but i only use this mod i love it
good job mehman keep updates up

You could delete the mods you don't use so then you decrease the game loading time.
Oh, and I also love your mods.


I just find "de-rteing" them a better solution...

that is if you're not short on HDD space :P


Wed May 09, 2012 3:35 pm
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Joined: Sun Sep 11, 2011 6:58 pm
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Post Re: Mehman's Experimental Weaponry[Grenade launcher,HEAT rocket]
Mehman wrote:
Updated:

_Grenade launcher added to the rifle (use the pie menu to replace the flamethrower with the GL, hold num1 to aim, release to shoot)
_New HEAT rocket for the launcher
_The incendiary rocket now causes weak explosive damage, and its area of effect has been increased a bit.
_Some minor adjustments.

And here is a video of the grenade launcher:


Edit: You can shoot the grenades in mid air to make them prematurely detonate, also these will bounce off ground, and explode when near an actor. When you hold the grenade key a trajectory guide appears, release to fire.

Awesome fixes, great wirk ^_^!


Mon May 21, 2012 3:19 pm
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Joined: Sun Sep 11, 2011 6:58 pm
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Post Re: Mehman's Experimental Weaponry[Grenade launcher,HEAT rocket]
Mehman wrote:
Updated:

_Grenade launcher added to the rifle (use the pie menu to replace the flamethrower with the GL, hold num1 to aim, release to shoot)
_New HEAT rocket for the launcher
_The incendiary rocket now causes weak explosive damage, and its area of effect has been increased a bit.
_Some minor adjustments.

And here is a video of the grenade launcher:


Edit: You can shoot the grenades in mid air to make them prematurely detonate, also these will bounce off ground, and explode when near an actor. When you hold the grenade key a trajectory guide appears, release to fire.

Awesome fixes, great work ^_^!


Mon May 21, 2012 3:20 pm
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Joined: Mon May 23, 2011 3:41 pm
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Dah i was have to delete some of guns and crafts from index to make it un-lagy, soo...pls make separate download to every gun and craft


Sat May 26, 2012 6:30 am
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Joined: Mon Jan 16, 2012 10:37 pm
Posts: 21
Location: U.S.A.
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
For some strange reason the game lags out and shutdowns when i use the TKC Psychic shield


Sun May 27, 2012 2:17 am
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Joined: Mon May 23, 2011 3:41 pm
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Hi Mehman
I want to edit tkc grip but i dont know how soo i have 3 questions:
1.How to make posible to grap drop ships and rockets
2.How to make it smaleer HP drain
3.How to make longer range


Mon May 28, 2012 3:17 pm
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