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 Mehman's Experimental Weaponry[V33: Big Update] 
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Joined: Wed Apr 13, 2011 12:38 am
Posts: 162
Location: Only The Claw knows...
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Post Re: Mehman's Experimental Weaponry[V28: AI]
Nevermind my bug report. Only happened once, probably my fault.


Sat Aug 18, 2012 7:27 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[V29: Minor Update]
Minor Update:

Corrected an error in loadouts.ini that made the soldiers come to the battlefield without a rifle.

Link:
download/file.php?id=39622


Last edited by Mehman on Tue Aug 21, 2012 7:17 pm, edited 1 time in total.



Tue Aug 21, 2012 12:10 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[V29: Minor Update]
Mehman you are so amazing <3 Lol, just kidding, but these mods are awesome!


Tue Aug 21, 2012 6:16 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[V30: Minor AI Update]
Thanks,

Minor Update:
Some improvements to the MEW soldier's AI.

Download link:
download/file.php?id=39624


Tue Aug 21, 2012 11:33 pm
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Post Re: Mehman's Experimental Weaponry[V30: Minor AI Update]
Father Mehman, when shalt the next update come?


Wed Aug 29, 2012 11:06 pm
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Joined: Mon Apr 09, 2012 7:44 am
Posts: 80
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Post Re: Mehman's Experimental Weaponry[V30: Minor AI Update]
This mod is insanely great, it adds millions of exciting possibilities to the game.

It reminds me of my shitty mod that i tried to make, just MUCH MUCH better.

Oh, Mehman, how you deserve to be inscribed in the plaque of Data Realms: Fan Forums legends.

You would be up there with Weegee, and numgun, or, at least, his scratched out name, AND OTHER PEOPLE!

No, seriously, can someone make a forum legends thread?


Thu Aug 30, 2012 7:45 am
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Joined: Mon Oct 08, 2012 10:04 pm
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Post Re: Mehman's Experimental Weaponry[V30: Minor AI Update]
Any chance of a 1.0 for this? Pleasepleasepleasepleaseplease?


Mon Oct 08, 2012 10:06 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[V31: 1.0 compatibility]
Hi,

Update:
V1.0 compatibility, so the soldier's modified AI should work now.

If there are still incompatibilities please tell me, as I didn't have time to test the whole mod on 1.0, I can't guarantee everything will work, but most of it should.

That said, may the mighty crab of death be with you(no he's not in this mod, sorry).


Mon Jan 21, 2013 8:18 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[V32: Improved AI]
Hi again,

So I just released an update that improves the soldier's AI. He should now be able to use recoil weapons with maximum efficiency, and also be a bit more agressive(I solved a bug that sometimes brevented him from shooting). Any opinions?

Here is the download link:
download/file.php?id=40130


Wed Jan 23, 2013 10:17 pm
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Joined: Fri Jul 06, 2012 12:44 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Well, the new soldier's AI works kinda right but they may act strangely when you toss a grenade at them, by doing some kind of seizure on the floor. Besides, I like this mod, it add a lot of new tactical possibilities. If I can afford, I would like to see new sprites for the MEW soldiers as theirs are quite...generic. Conclusion : Good work !


Wed Jan 23, 2013 10:42 pm
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Joined: Tue Nov 17, 2009 7:38 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Saven wrote:
Well, the new soldier's AI works kinda right but they may act strangely when you toss a grenade at them, by doing some kind of seizure on the floor.

I'll make some tests and try to solve that bug, thanks for reporting it.

Saven wrote:
Besides, I like this mod, it add a lot of new tactical possibilities.

Thanks.

Saven wrote:
If I can afford, I would like to see new sprites for the MEW soldiers as theirs are quite...generic. Conclusion : Good work !

Well I can't sprite, so unless someone is willing to contribute by giving me some new ones, I'm afraid it will stay that way.


Thu Jan 24, 2013 4:55 pm
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Suggestion: Maybe make a text file that has instructions on how to use features of the weapons/turrets/etc.

I have no idea how to use the flamethrower or grenade launcher. I've pressed every single key on my keyboard and it does nothing. There is no instruction on how to activate it.


Fri Jan 25, 2013 1:53 am
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Joined: Tue Nov 17, 2009 7:38 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
The turrets can't be manually controlled, concerning the underslung grenade launcher and flamethrower it is explained in the description of the rifle:

Code:
The Experimental Assault Rifle is equipped with 3 different kinds of ammo: Armor Piercing, High Explosive and ElectroMagnetic Pulse. To change ammo press num0 then reload. This rifle also has a light underslung flamer(default key = num1). And its laser pointer can be used to designate a target for your artillery(default key = num2). The flamethrower can be replaced by a grenade launcher by using the "change attachable" pie icon.


If you don't have num keys on your keyboard or want to use other keys you may change them using this:

Mehman wrote:

Key customization:
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.


Fri Jan 25, 2013 11:11 am
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Joined: Thu Jun 21, 2012 3:38 pm
Posts: 122
Location: On a little island called Puerto Rico
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
If you want Mehman. I'd be interested in doing the sprites for your MEW soldiers. Just send me or post what you'd like the sprites to look like or a general idea. If not, I'll conceptualize it myself.

Its all good practice for artistic and concept skill's. So it'll be fun for me.


Fri Jan 25, 2013 6:09 pm
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Joined: Tue Nov 17, 2009 7:38 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
That would be very nice of you, I'll think a bit on what I would like it to look like and contact you.


Fri Jan 25, 2013 6:23 pm
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