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 GHOST IN THE SHELL MOD V1 (WIP) 
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Joined: Fri Jan 11, 2013 6:28 am
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 GHOST IN THE SHELL MOD V1 (WIP)
Image

Image

Image



Please provide feedback on:


1. Things you'd like to see.

2. Changes you'd like featured on future Actors.



Planned Features:


1. Tachikoma

2. Section 9 Weapons

3. Well, If I could figure out the Lua I'd LOVE to be able to have a helicopter that stickies an actor into its frame so the actor could snipe from it while it hovers in place. This is not out of the realm of possibility but not sure how.

4. FULLY VOICED - This is something I am working on right now but I am trying to figure out the best way about it.

5. Custom Effects/Gibs

6. Cyber Terrorist Units/Faction

7. Section 9 as Tech for Metagame.

8. Perhaps a modified version of the holster mod.

9. The Full Section 9 team (spriting them is no problem, the problem is getting the sounds/effects right for each one. They can't all be carbon copies.)



DOWNLOAD HERE

Attachment:
File comment: V1
GITS.rte.rar [118.89 KiB]
Downloaded 672 times


Attachments:
batou.png
batou.png [ 17.8 KiB | Viewed 20536 times ]
batouassault.png
batouassault.png [ 27.2 KiB | Viewed 20536 times ]
Thu Jan 17, 2013 5:29 am
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
Its not bad a bit weak in terms of taking dmg for an actor and for the characters themselves.

I'm more interested in seeing the Tachikoma.


Thu Jan 17, 2013 1:40 pm
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
LeonXross wrote:
Its not bad a bit weak in terms of taking dmg for an actor and for the characters themselves.

I'm more interested in seeing the Tachikoma.


Do you know which values I assign to actors parts to make them more resistant to bullet damage or gibbing?


Thu Jan 17, 2013 6:00 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
For gibbing, just increase the GibWoundLimit on the bits you want to strengthen.
In the wound section, change the BurstDamage to decrease health reduction.
In the wound section you can also play around with the amount of particles emmited, as they directly cause damage.


Fri Jan 18, 2013 2:39 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
Also take a look at the AtomGroup material. Materials are a great way to enhance the durability of actors, although it's a very delicate thing and you have to be careful when adjusting all of these factors, or you can end up with nigh-invulnerable/excessively-weak actors.


Fri Jan 18, 2013 10:57 am
Profile YIM
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Joined: Sat Sep 26, 2009 3:04 pm
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
This is great so far. I think you should make a Fuchikoma too tho. Keep it up!


Sun Jan 20, 2013 10:20 pm
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Joined: Fri Dec 14, 2012 5:44 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
i pm'd the op he said this one is also open source


Sat Feb 09, 2013 5:26 pm
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
Tyi mods for CC can't be non-'open source' at all. There is no way you can hide the contents of .ini or .lua files, let alone sounds and sprites.


Sat Feb 09, 2013 5:36 pm
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Joined: Fri Dec 14, 2012 5:44 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
Mad Alex wrote:
Tyi mods for CC can't be non-'open source' at all. There is no way you can hide the contents of .ini or .lua files, let alone sounds and sprites.


no i mean thats his way to let people use whatever they want without crediting him like in his other threads. not some stupid permissions crap.

just like seasoned programmers could invade any file they want in microsoft's windows but arent able to legally recreate it and distribute it without some bogus legal battle brought to you by M$.
or in this case being banned or whined at.


see here are his other works

viewtopic.php?f=61&t=45060

i guess i meant to say that the OP is ok with people continuing his work but he said for this project he needs to be credited for Botou's head but he didnt like the armor because its the incorrect color.


Sat Feb 09, 2013 5:42 pm
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Joined: Thu May 05, 2011 1:30 am
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Location: Rent free in your head. Vacation in your ass.
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
Bumping and subscribing.
I look forward to future releases.


Mon Feb 11, 2013 8:59 pm
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Joined: Fri Dec 14, 2012 5:44 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
No use hiding it anymore (mostly because I don't care anymore)

I'M VRINROCK, YEAH, THATS RIGHT. IT'S BEEN ME THE WHOOOLE TIME.

long story short, lose one log in, create another. Then get old login back, then lose new log in.

Anyway, I'm going to update this mod soon, so don't freak out when it looks like im stealing from the original creator, because that guy is me, and his work is mine, if you don't believe me, look at my raiden mod and compare it to my other works. You'll noticed I never use dark outlining and I always template my guys after already made actors with scaled down releases as not to bloat the zip archives with unnecessary sounds. Also all my work is openly distributed.


Tue Mar 05, 2013 12:57 am
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Joined: Fri Dec 14, 2012 5:44 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
Sorry to say but, Im quitting for real this time... im going back to World of Warcraft.....

this mod shall be discontinued, and remain open to the public.

cortex command aint doin it for me anymore, i love the explosions, but this game seriously needs a story mode of some kind ... sand boxes with explosions? i got tons of those *cough* arma 2 *cough*...

see ya everyone...



*RAISES MIDDLE FINGER*


Tue Mar 05, 2013 5:53 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
I'd say we'll miss you, but I'm not a liar.


Tue Mar 05, 2013 5:59 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
Was that whole shpiel really necessary?


Tue Mar 05, 2013 7:50 am
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Post Re: GHOST IN THE SHELL MOD V1 (WIP)
I don't know who that guy was and I don't care.
I just want a Fuchikoma actor now.


Tue Mar 05, 2013 10:31 am
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