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 Cold War Commonwealth Armies v5 (100% more revolvers) 
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Joined: Mon Nov 14, 2011 8:58 pm
Posts: 92
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
The squaddie actor is nearly complete, I'll release it within the next week. It's mainly a modified browncoat sprite, I still need to make custom gibs and things.

I'll finish up the guns and tweak the CG, it's been the most annoying weapon to tweak, imo.

Would you want the actors to be preequipped or not?


Thu May 24, 2012 5:38 pm
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Joined: Sun Sep 25, 2011 6:14 pm
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
trotskygrad wrote:
Would you want the actors to be preequipped or not?

I don't want the actors to be preequipped.


Thu May 24, 2012 9:21 pm
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
bananapuddin wrote:
trotskygrad wrote:
Would you want the actors to be preequipped or not?

I don't want the actors to be preequipped.

hmk, I'll make it like that then.

Does anyone know how to avoid making grenades "shatter" on impact?

I'm having that problem.


Fri May 25, 2012 4:03 pm
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Joined: Tue Apr 03, 2012 7:28 am
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
-Personally I like when its done with 1 or 2 actors pre-equipped and then the same versions but with no items, so you get the benefits of both.

Also, These guns are great, I like to use them as part of the Ronin faction because the guns look fits somewhat well, Sometimes I like to pretend the Ronin are more of a resistance faction and the coalition are the more pronounced military power, a little like Star Wars, but the resistance from that story was kind of.... idk how you would say it nicely.... i mean... they got teddy bears to win the war for them, does that not say enough? (no offence to star wars fans).

Also been said before, but can you please fix the MG terrain rape, their AMAZING aside from that one little tiff.


Last edited by Roy the Cuttlefish on Wed May 30, 2012 7:46 pm, edited 1 time in total.



Wed May 30, 2012 7:17 pm
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
trotskygrad wrote:
Does anyone know how to avoid making grenades "shatter" on impact?

I'm having that problem.


If I had to guess, you're handling their explosiveness with a script (to avoid them going off whenever they're crushed underfoot, I assume) and you haven't set the grenade's GibImpulseLimit high enough.


Wed May 30, 2012 7:21 pm
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Joined: Mon Nov 14, 2011 8:58 pm
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
would people be interesting in seeing an update to this?


Thu Nov 15, 2012 8:19 pm
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Joined: Sun Sep 25, 2011 6:14 pm
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
Yes, I would appreciate an update.


Thu Nov 15, 2012 11:05 pm
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Joined: Sat Oct 06, 2012 1:52 pm
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
Hell yeah. This is a great concept that shouldn't go to waste. Ask painbringer from the following forum if you need any help: viewtopic.php?f=61&t=31717


Fri Nov 16, 2012 2:18 am
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Joined: Mon Oct 15, 2012 5:21 pm
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
Nice mod, i still dont get the hang of it whats the difference between FMJs and Hollow Points. FMJs for breaking through Armour and stuff, but Hollow Points for doing damage?


Sat Nov 17, 2012 11:36 am
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
Notsoscary wrote:
Nice mod, i still dont get the hang of it whats the difference between FMJs and Hollow Points. FMJs for breaking through Armour and stuff, but Hollow Points for doing damage?

yeah, FMJ is more effective for armored enemies like robots, Hollowpoints are more effective against soft enemies like ronins.


Mon Nov 19, 2012 4:59 pm
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