Bazooka, Assualt Rifle, and Combat Detector don't work :v
Launcher stays on Incendiary [Tried GUI] AR stays on AP [Tried GUI] Detector spawns a useless, floating "Null Combat Detector" Held Device. [Dummy Assault, didn't use it again]
The Sniper's pretty cool, had a problem with the Artillery [placed in builder mode, in meta campaign] not aiming at things about 3 Longer Bunker Hall pieces to the left of it. Interceptors explode, or hunt each other, and strangely enough shoots across the map [Dummy Assault] or attacks an arbitrary spot on the map [Dummy Assault] and someone holding the Assault Rifle [Dummy Assault] .
The deployers work, but the UAVs don't fly [Tried both craft versions in Tutorial Bunker, didn't try in others, from fear of getting screwed]
In the video, I was curious as to what that 100% gauge thing is above the Sniper's Head, what was that?
I'll try a Redownload. [That Fixed Everything :v ]
As for a weapon.. Throwing weapons? [Far-Spear Mode, Volley Mode ( Becomes timed/contact Clusters in Air. Chaff Capability? ] , Guide Drone Mode? ( Guards Large, Slow, Cumbersome Missile, better for ramming, or Scorching Ground than using straightforwardly? ) ] Pulse Sonar? [Reobscures after Pulse]
Last edited by Foa on Mon Feb 11, 2013 1:26 am, edited 1 time in total.
Wow Mehman I can't see my self beating these guys in a scenario.
These guy's could probably take on player controlled Unitech units no problem or even space marines maybe.
Imagine that your pretty certain that a rocket is about to hit the enemy and BAM, he jumps and dodges it and then turns your soldier into nothing but gibs.
The wierd way your actor's legs are moving isn't due to my script(my script doesn't affect the way legs are moving, just the velocity of the actor as a whole) but to bad walkpaths: it seems that you used robot walkpaths(except for standlimbpath), which is good if you want your actor to have very rigid looking movements, but it is hadly recommendable for a ninja. Also my script increases the speed of the actor, so you might want to speed up the walkpath as well so that it doesn't look like he is going quicker than he is walking/running.
Also since your actor is a bit taller than standard AHumans, you should increase a bit the value of the self.alta variable in the mobility script, a value of 26 seems to produce better results than the usual 20, but as I didn't test it extensively you might find a better value.
I hope this helps. edit: also you should have posted this in my mobility thread, since it is more related to it than to this mod.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum