Author
Message
Hwo Thumb
Joined: Sat Nov 17, 2012 12:57 pmPosts: 14
Re: Cortex Shock
weegee wrote:
True, but this was released at the times of B27 (and I could complete every single quest) and since then bots bacame much stronger. Most of my older mods probably became unbeatable thanks to this. Have you tried playing on easy difficulty? It least it should decrease the number of enemies.
How do I change the difficulty once I'm ingame?
Fri Jul 05, 2013 2:30 pm
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pmPosts: 966Location: Moscow, Russia
Re: Cortex Shock
Open your save file in notepad and to get an easiest difficulty change those values: PositiveIndex=1.5 NegativeIndex=0.5 DifficultyString=I'm too young to die SkillPointsPerLevel=4 EnemiesPerWave=2 WaveInterval=420
Fri Jul 05, 2013 2:53 pm
Hwo Thumb
Joined: Sat Nov 17, 2012 12:57 pmPosts: 14
Re: Cortex Shock
Neat! Thanks!
Fri Jul 05, 2013 9:31 pm
Galahir950
Joined: Thu Oct 04, 2012 3:08 amPosts: 90
Re: Cortex Shock
How can I make my faction compatible?
Wed Jul 31, 2013 11:03 pm
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pmPosts: 966Location: Moscow, Russia
Re: Cortex Shock
Copy some faction file from Factions folder to use as a template, then change actors and weapons to whatever you want. You'll also need at least 5 actors with increasing toughness for RPG system.
Wed Jul 31, 2013 11:40 pm
Galahir950
Joined: Thu Oct 04, 2012 3:08 amPosts: 90
Re: Cortex Shock
I did what you said, but whenever I load it in game and select my faction, he instantly dies and I fail.
Soldiers File
Code:
AddEffect = Attachable PresetName = Soldier Head A Mass = 36 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Soldier/HeadA.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Flesh Entry ExitWound = AEmitter CopyOf = Wound Flesh Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Flesh Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 25 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Wound Flesh Body JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = 250 GibWoundLimit = 6 GibSound = Sound CopyOf = Flesh Body Blunt Hit AddAttachable = Attachable CopyOf = Soldier Helmet A ParentOffset = Vector X = -1 Y = -4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 100 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small A Offset = Vector X = -5 Y = -1.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small B Offset = Vector X = -4 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = 4.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = 1.5 Y = 3.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Bone Small D Offset = Vector X = 1 Y = -4.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = 0 Y = -1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -4 Y = 3.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = -6 Y = -5.5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small D Offset = Vector X = -3.5 Y = -5.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Tiny A Offset = Vector X = -1 Y = -7.5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 3.5 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 0.5 Y = -8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Flesh Micro A Offset = Vector X = 1.5 Y = -1 AddEffect = Attachable CopyOf = Soldier Head A PresetName = Soldier Head A SpriteFile = ContentFile FilePath = RDI.rte/Actors/Soldier/HeadA.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7
Mech File
Code:
//RONIN HEAD TEMPLATE //Ronin Soldier AddActor = Arm PresetName = Ronin Soldier Arm FG A Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmFGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = -1 Y = -4 JointStrength = 140 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -3.5 Y = -1 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandFGA.bmp MaxLength = 14 IdleOffset = Vector X = 5 Y = 8 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibSound = Sound CopyOf = Metal Body Blunt Hit //AddActor = Arm CopyOf = Ronin Soldier Arm FG A PresetName = Ronin Soldier Arm FG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmFGA.bmp Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandFGA.bmp // FilePath = RDI.rte\Actors\Mech\HandFGA.bmp AddActor = Attachable PresetName = Ronin Soldier Foot FG A Mass = 4 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootFGA.bmp FrameCount = 4 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 110 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -0 Y = -1 DrawAfterParent = 0 AddActor = Attachable CopyOf = Ronin Soldier Foot FG A PresetName = Ronin Soldier Foot FG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootFGA.bmp FrameCount = 4 AddActor = Leg PresetName = Ronin Soldier Leg FG A Mass = 12 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegFGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 185 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -5 Y = 2 DrawAfterParent = 0 Foot = Attachable CopyOf = Ronin Soldier Foot BG A ParentOffset = Vector X = -4 Y = -10 ExtendedOffset = Vector X = 15 Y = 0 ContractedOffset = Vector X = 7.5 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 115 GibWoundLimit = 10 GibSound = Sound CopyOf = Metal Body Blunt Hit AddActor = Leg CopyOf = Ronin Soldier Leg FG A PresetName = Ronin Soldier Leg FG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegFGA.bmp FrameCount = 5 Foot = Attachable CopyOf = Ronin Soldier Foot FG A ParentOffset = Vector X = -11 Y = -10 AddActor = Arm PresetName = Ronin Soldier Arm BG A Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmBGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = -1 Y = -4 JointStrength = 140 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -3.5 Y = -1 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandBGA.bmp MaxLength = 14 IdleOffset = Vector X = 5 Y = 8 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibSound = Sound CopyOf = Metal Body Blunt Hit //AddActor = Arm CopyOf = Ronin Soldier Arm BG A PresetName = Ronin Soldier Arm BG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmBGA.bmp Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandBGA.bmp // FilePath = RDI.rte\Actors\Mech\HandBGA.bmp AddActor = Attachable PresetName = Ronin Soldier Foot BG A Mass = 4 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootBGA.bmp FrameCount = 4 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 110 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -0 Y = -1 DrawAfterParent = 0 AddActor = Attachable CopyOf = Ronin Soldier Foot BG A PresetName = Ronin Soldier Foot BG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootBGA.bmp FrameCount = 4 AddActor = Leg PresetName = Ronin Soldier Leg BG A Mass = 12 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegBGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 185 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -5 Y = 2 DrawAfterParent = 0 Foot = Attachable CopyOf = Ronin Soldier Foot BG A ParentOffset = Vector X = -4 Y = -10 ExtendedOffset = Vector X = 15 Y = 0 ContractedOffset = Vector X = 7.5 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 115 GibWoundLimit = 10 GibSound = Sound CopyOf = Metal Body Blunt Hit AddActor = Leg CopyOf = Ronin Soldier Leg BG A PresetName = Ronin Soldier Leg BG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegBGA.bmp FrameCount = 5 Foot = Attachable CopyOf = Ronin Soldier Foot BG A ParentOffset = Vector X = -11 Y = -10 //RONIN HEAD TEMPLATE AddEffect = Attachable PresetName = Ronin Head // AddToGroup = Ronin Parts Mass = 36 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\HeadC.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 /* AddAttachable = Attachable //HELMET, imo looks cooler with it. CopyOf = Ronin Soldier Helmet A ParentOffset = Vector X = 0 Y = -4 */ JointStrength = 120 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = 2000 GibWoundLimit = 200 GibSound = Sound CopyOf = Metal Body Blunt Hit AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddActor = Attachable PresetName = Mech Head Mass = 15 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\HeadD.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 120 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = 6500 GibWoundLimit = 600 GibSound = Sound CopyOf = Metal Body Blunt Hit AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddActor = AHuman PresetName = RDI Mk.II Mechanized Infantry AddToGroup = Actors AddToGroup = Raptor Defense Industries Description = Buyable = 0 Mass = 40 Buyable = 0 GoldValue = 100 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\TorsoB.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -2 AngularVel = 0 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 6 Depth = 3 DeepCheck = 0 BodyHitSound = Sound CopyOf = Metal Body Blunt Hit PainSound = Sound CopyOf = Robot Pain DeathSound = Sound CopyOf = Robot Death DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 100 ImpulseDamageThreshold = 8000 GibImpulseLimit = 8500 GibWoundLimit = 600 AimAngle = 0 AimDistance = 30 Perceptiveness = 0.9 CharHeight = 100 HolsterOffset = Vector X = -6 Y = -4 Head = Attachable CopyOf = Ronin Head ParentOffset = Vector X = -2 Y = 0 Jetpack = AEmitter CopyOf = Jetpack Heavy ParentOffset = Vector X = -3 Y = 12 DrawAfterParent = 0 JumpTime = 2 // Secs FGArm = Arm CopyOf = Ronin Soldier Arm FG A ParentOffset = Vector X = -2 Y = 5 BGArm = Arm CopyOf = Ronin Soldier Arm BG A ParentOffset = Vector X = 4 Y = 5 FGLeg = Leg CopyOf = Ronin Soldier Leg FG A ParentOffset = Vector X = 1 Y = 12 BGLeg = Leg CopyOf = Ronin Soldier Leg BG A ParentOffset = Vector X = 8 Y = 12 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot // StrideSound = Sound // CopyOf = Robot Stride StandLimbPath = LimbPath PresetName = Ronin Soldier Stand Path StartOffset = Vector X = -2 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 StandLimbPathBG = LimbPath CopyOf = Ronin Soldier Stand Path StartOffset = Vector X = 8 Y = 17 WalkLimbPath = LimbPath PresetName = Ronin Soldier Walk Path StartOffset = Vector X = 10 Y = -2 StartSegCount = 3 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = -6 Y = 4 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 1 AddSegment = Vector X = -3 Y = 1 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 8000 CrouchLimbPath = LimbPath PresetName = Ronin Soldier Crouch Path StartOffset = Vector X = 10 Y = 3 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 CrawlLimbPath = LimbPath PresetName = Ronin Soldier Crawl Path StartOffset = Vector X = -12 Y = -8 StartSegCount = 2 AddSegment = Vector X = 12 Y = 0 AddSegment = Vector X = 8 Y = 2 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.8 FastTravelSpeed = 4.5 PushForce = 8000 ArmCrawlLimbPath = LimbPath PresetName = Ronin Soldier Arm Crawl Path StartOffset = Vector X = -8 Y = -5 StartSegCount = 2 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 6000 ClimbLimbPath = LimbPath PresetName = Ronin Soldier Climb Path StartOffset = Vector X = -8 Y = -10 StartSegCount = 6 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 8 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 14 AddSegment = Vector X = -5 Y = 5 AddSegment = Vector X = -3 Y = 0 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 8000 JumpLimbPath = LimbPath PresetName = Ronin Soldier Jump Path StartOffset = Vector X = 0 Y = 8 StartSegCount = 3 AddSegment = Vector X = 0 Y = -10 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -8 Y = 14 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 7 PushForce = 5000 DislodgeLimbPath = LimbPath PresetName = Ronin Soldier Dislodge Path StartOffset = Vector X = 2 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 55 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 55 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 75 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 20 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small E Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big G Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Glow Explosion Huge Count = 3 Spread = 2.25 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 15 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Gray InstanceName = Rocket Launcher Fragment Gray LifeTime = 80 Count = 35 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Yellow InstanceName = Rocket Launcher Fragment Yellow LifeTime = 60 Count = 25 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Air Blast Count = 50 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 20 Spread = 3.1 MaxVelocity = 6 MinVelocity = 4 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 50 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 40 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Glow Count = 10 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Explosion Trail 1 Count = 10 Spread = 3.1 MaxVelocity = 40 MinVelocity = 20 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Flame Smoke 1 Count = 20 Spread = 3.1 MaxVelocity = 10 MinVelocity = 3 LifeVariation = 0.50 AddEffect = Attachable CopyOf = Mech Head PresetName = Mech Head SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\HeadD.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -6 AddActor = AHuman CopyOf = RDI Mk.II Mechanized Infantry PresetName = RDI Mk.II Mechanized Infantry lvl 1 Buyable = 0 GoldValue = 150 AimDistance = 40 Head = Attachable CopyOf = Mech Head ParentOffset = Vector X = 4 Y = 0 Mass = 60 ImpulseDamageThreshold = 6000 GibImpulseLimit = 6500 GibWoundLimit = 48 AddActor = AHuman CopyOf = RDI Mk.II Mechanized Infantry PresetName = RDI Mk.II Mechanized Infantry lvl 2 Buyable = 0 GoldValue = 150 AimDistance = 40 Head = Attachable CopyOf = Mech Head ParentOffset = Vector X = 4 Y = 0 Mass = 60 ImpulseDamageThreshold = 6200 GibImpulseLimit = 6700 GibWoundLimit = 50 AddActor = AHuman CopyOf = RDI Mk.II Mechanized Infantry PresetName = RDI Mk.II Mechanized Infantry lvl 3 Buyable = 0 GoldValue = 150 AimDistance = 40 Head = Attachable CopyOf = Mech Head ParentOffset = Vector X = 4 Y = 0 Mass = 60 ImpulseDamageThreshold = 6400 GibImpulseLimit = 6900 GibWoundLimit = 52 AddActor = AHuman CopyOf = RDI Mk.II Mechanized Infantry PresetName = RDI Mk.II Mechanized Infantry lvl 4 Buyable = 0 GoldValue = 150 AimDistance = 40 Head = Attachable CopyOf = Mech Head ParentOffset = Vector X = 4 Y = 0 Mass = 60 ImpulseDamageThreshold = 6600 GibImpulseLimit = 7100 GibWoundLimit = 54 AddActor = AHuman CopyOf = RDI Mk.II Mechanized Infantry PresetName = RDI Mk.II Mechanized Infantry lvl 5 Buyable = 0 GoldValue = 150 AimDistance = 40 Head = Attachable CopyOf = Mech Head ParentOffset = Vector X = 4 Y = 0 Mass = 60 ImpulseDamageThreshold = 6800 GibImpulseLimit = 7300 GibWoundLimit = 56
Faction Lua File
Code:
-- Unique Faction ID local factionid = "Raptor Defense Industries"; print ("Loading "..factionid) CF_Factions[#CF_Factions + 1] = factionid -- Faction name CF_FactionNames[factionid] = "Raptor Defense Industries Tech"; -- Set true if faction is selectable by player or AI CF_FactionPlayable[factionid] = true; -- Player controlled actor presets [factionid][actornumber][levelnumber] CF_PlayerActorPresets[factionid] = {} CF_PlayerActorPresets[factionid][1] = {"RDI Cadet lvl 1","RDI Cadet lvl 2","RDI Cadet lvl 3","RDI Cadet lvl 4","RDI Cadet lvl 5"} CF_PlayerActorPresets[factionid][2] = {"RDI Soldier lvl 1","RDI Soldier lvl 2","RDI Soldier lvl 3","RDI Soldier lvl 4","RDI Soldier lvl 5"} CF_PlayerActorPresets[factionid][3] = {"RDI Riot Soldier Shock lvl 1","RDI Riot Soldier Shock lvl 2","RDI Riot Soldier Shock 3","RDI Riot Soldier Shock lvl 4","RDI Riot Soldier lvl 5"} CF_PlayerActorPresets[factionid][4] = {"RDI Commando lvl 1","RDI Commando lvl 2","RDI Commando lvl 3","RDI Commando lvl 4","RDI Commando lvl 5"} CF_PlayerActorPresets[factionid][5] = {"RDI Mk.II Mechanized Infantry lvl 1", "RDI Mk.II Mechanized Infantry lvl 2", "RDI Mk.II Mechanized Infantry lvl 3", "RDI Mk.II Mechanized Infantry lvl 4", "RDI Mk.II Mechanized Infantry lvl 5"} -- Modules where player controlled actor presets are defined CF_PlayerActorModules[factionid] = {} CF_PlayerActorModules[factionid][1] = {"RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte"} CF_PlayerActorModules[factionid][2] = {"RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte"} CF_PlayerActorModules[factionid][3] = {"RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte"} CF_PlayerActorModules[factionid][4] = {"RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte"} CF_PlayerActorModules[factionid][5] = {"RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte", "RDI.rte"} -- Player character names CF_PlayerActorNames[factionid] = {"Pvt. Garret", "Cpl. Kingley", "Sgt. Richards", "CMSgt. Grimm", "Unit 00000001"} CF_PlayerActorDescriptions[factionid] = {} CF_PlayerActorDescriptions[factionid][1] = "He follows in the footsteps of his father, Naieve of what is to come" CF_PlayerActorDescriptions[factionid][2] = "He is serving his 3rd tour of duty, his sanity runs thin and his supplies go with it." CF_PlayerActorDescriptions[factionid][3] = "His life has been the military for 12 years, He can barely remember a time when he wasn't holding a gun" CF_PlayerActorDescriptions[factionid][4] = "After 25 years, his thirst for exploration runs dry and is replaced by hate and misery." CF_PlayerActorDescriptions[factionid][5] = "A prototype of the RDI Mk.II Mechanized Infantry unit." -- CSk checks if all these modules are present to enable or disable faction. These modules must -- include all modules containing weapons, actors etc CF_RequiredModules[factionid] = {"Base.rte", "RDI.rte","Coalition.rte"} -- RPG effects tables -- Those explosive are constantly given for every level of Explosives skill CF_RPGExplosives[factionid] = {{"RDI Frag Grenade"}, nil, {"MineUrban"} , nil, {"Satchel Charge", "Detonator"}} CF_RPGExplosiveClasses[factionid] = {{"TDExplosive"} , nil, {"TDExplosive"} , nil , {"TDExplosive", "HDFirearm"}} -- Define buyable items available for purchase or unlocks CF_ItmNames[factionid] = {} CF_ItmPresets[factionid] = {} CF_ItmModules[factionid] = {} CF_ItmPrices[factionid] = {} CF_ItmDescriptions[factionid] = {} CF_ItmUnlockData[factionid] = {} CF_ItmClasses[factionid] = {} local itm; itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "Medikit" CF_ItmPresets[factionid][itm] = "Medikit" CF_ItmModules[factionid][itm] = "CortexShock.rte" CF_ItmPrices[factionid][itm] = 200 CF_ItmDescriptions[factionid][itm] = "Brings life to everything with two legs." CF_ItmUnlockData[factionid][itm] = 50 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Digger" CF_ItmPresets[factionid][itm] = "RDI Digger" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 50 + 25 CF_ItmDescriptions[factionid][itm] = "The RDI digger is an efficent digger." CF_ItmUnlockData[factionid][itm] = 250 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Riot Shield" CF_ItmPresets[factionid][itm] = "RDI Riot Shield" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 50 + 25 CF_ItmDescriptions[factionid][itm] = "This metal shield provides excellent additional frontal protection to the user and it can stop numerous hits before breaking up." CF_ItmUnlockData[factionid][itm] = 250 CF_ItmClasses[factionid][itm] = "HeldDevice" itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Pistol" CF_ItmPresets[factionid][itm] = "RDI Pistol" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 25 + 25 CF_ItmDescriptions[factionid][itm] = "The reliable sidearm of the RDI. Quick reload times and good accuracy make up for the lack of stopping power. " CF_ItmUnlockData[factionid][itm] = 100 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Compact Assaut Rifle" CF_ItmPresets[factionid][itm] = "RDI Compact Assaut Rifle" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 30 + 25 CF_ItmDescriptions[factionid][itm] = "Sacrifices stopping power and accuracy for a higher rate of fire. It also fits easier into your backpack." CF_ItmUnlockData[factionid][itm] = 200 itm = #CF_ItmNames[factionid] + 1 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Blaster Pistol" CF_ItmPresets[factionid][itm] = "RDI Blaster Pistol" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 45 + 25 CF_ItmDescriptions[factionid][itm] = "Offering more firepower than any other pistol on the market, the Heavy Pistol is a reliable sidearm. It fires slowly, but its shots have some serious stopping power." CF_ItmUnlockData[factionid][itm] = 250 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "Compact Assault Rifle" CF_ItmPresets[factionid][itm] = "New Compact Assault Rifle" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 80 + 40 CF_ItmDescriptions[factionid][itm] = "Sacrifices stopping power and accuracy for a higher rate of fire. It also fits easier into your backpack." CF_ItmUnlockData[factionid][itm] = 400 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Assault Rifle" CF_ItmPresets[factionid][itm] = "RDI Assault Rifle" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 100 + 80 CF_ItmDescriptions[factionid][itm] = "The Main Assault Rife used by the RDI Troops.!" CF_ItmUnlockData[factionid][itm] = 600 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Shotgun" CF_ItmPresets[factionid][itm] = "RDI Shotgun" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 60 + 60 CF_ItmDescriptions[factionid][itm] = "Standard issue RDI shotgun. Keep it handy for close encounters." CF_ItmUnlockData[factionid][itm] = 550 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Blaster Shotgun" CF_ItmPresets[factionid][itm] = "RDI Blaster Shotgun" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 80 + 80 CF_ItmDescriptions[factionid][itm] = "Standard Blaster Shotgun" CF_ItmUnlockData[factionid][itm] = 650 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Sniper Rifle" CF_ItmPresets[factionid][itm] = "RDI Sniper Rifle" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 80 + 80 CF_ItmDescriptions[factionid][itm] = "RDI special issue, semi-automatic precision rifle. Complete with scope for long distance shooting." CF_ItmUnlockData[factionid][itm] = 500 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Blaster Rifle" CF_ItmPresets[factionid][itm] = "RDI Blaster Rifle" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 100 + 80 CF_ItmDescriptions[factionid][itm] = "RDI special issue, semi-automatic Blaster rifle. Complete with scope for long distance shooting." CF_ItmUnlockData[factionid][itm] = 650 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Grenade Launcher" CF_ItmPresets[factionid][itm] = "RDI Grenade Launcher" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 80 + 60 CF_ItmDescriptions[factionid][itm] = "RDI grenade launcher." CF_ItmUnlockData[factionid][itm] = -1 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI 50 Cal MG" CF_ItmPresets[factionid][itm] = "RDI 50 Cal MG" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 180 + 100 CF_ItmDescriptions[factionid][itm] = "A Powerful RDI MG" CF_ItmUnlockData[factionid][itm] = -1 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Blaster" CF_ItmPresets[factionid][itm] = "RDI Blaster" CF_ItmModules[factionid][itm] = "RDI.rte" CF_ItmPrices[factionid][itm] = 180 + 100 CF_ItmDescriptions[factionid][itm] = "The original RDI Blaster." CF_ItmUnlockData[factionid][itm] = -1 itm = #CF_ItmNames[factionid] + 1 CF_ItmNames[factionid][itm] = "RDI Rocket Launcher" CF_ItmPresets[factionid][itm] = "RDI Rocket Launcher" CF_ItmModules[factionid][itm] = "CortexShock.rte" CF_ItmPrices[factionid][itm] = 150 + 100 CF_ItmDescriptions[factionid][itm] = "The RDI Rocket Launcher" CF_ItmUnlockData[factionid][itm] = -1 -- Define enemies fighting against this faction -- Level 1 enemies and weapons CF_Weapons[factionid] = {} CF_WeaponModules[factionid] = {} CF_Probabilities[factionid] = {} CF_ExplosiveSets[factionid] = {} CF_ExplosiveSetModules[factionid] = {} CF_ActorSets[factionid] = {} CF_ActorSetModules[factionid] = {} CF_ArmorCrabs[factionid] = {} CF_ArmorCrabModules[factionid] = {} CF_ArmorHumans[factionid] = {} CF_ArmorHumanModules[factionid] = {} CF_ArmorHumanWeapons[factionid] = {} CF_ArmorHumanWeaponModules[factionid] = {} CF_ArmorPistols[factionid] = {} CF_ArmorPistolModules[factionid] = {} CF_ArmorShields[factionid] = {} CF_ArmorShieldModules[factionid] = {} CF_Turrets[factionid] = {} CF_TurretModules[factionid] = {} CF_TurretOffsetsReplace[factionid] = {} CF_TurretOffsetsGarrison[factionid] = {} -- Turrets are mandatory for all levels!!! -- Probabilities changed! -- 1. Probability to spawn armored unit -- 2. Probability to get explosive -- 3. Probability to get second explosive CF_Probabilities[factionid][1] = {0, 0.10 , 0}; CF_Weapons[factionid][1] = {"Pistol"} CF_WeaponModules[factionid][1] = {"Coalition.rte"}; CF_ExplosiveSets[factionid][1] = {"Grenade"}; CF_ExplosiveSetModules[factionid][1] = {"Coalition.rte"}; CF_ActorSets[factionid][1] = {"Culled Clone" , "Thin Culled Clone"}; CF_ActorSetModules[factionid][1] = {"Base.rte" , "Base.rte"}; CF_ArmorCrabs[factionid][1] = nil CF_ArmorCrabModules[factionid][1] = nil CF_ArmorHumans[factionid][1] = nil CF_ArmorHumanModules[factionid][1] = nil CF_ArmorHumanWeapons[factionid][1] = nil CF_ArmorHumanWeaponModules[factionid][1] = nil CF_ArmorPistols[factionid][1] = {"Pistol"} CF_ArmorPistolModules[factionid][1] = {"Coalition.rte"} CF_ArmorShields[factionid][1] = {"Riot Shield"} CF_ArmorShieldModules[factionid][1] = {"Base.rte"} CF_Turrets[factionid][1] = {"Gatling Turret"} CF_TurretModules[factionid][1] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][1] = nil; CF_TurretOffsetsGarrison[factionid][1] = nil; -- Level 2 enemies and weapons CF_Probabilities[factionid][2] = {0, 0.20 , 0}; CF_Weapons[factionid][2] = {"Pistol", "Auto Pistol"} CF_WeaponModules[factionid][2] = {"Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][2] = {"Grenade"}; CF_ExplosiveSetModules[factionid][2] = {"Coalition.rte"}; CF_ActorSets[factionid][2] = {"Culled Clone" , "Thin Culled Clone"}; CF_ActorSetModules[factionid][2] = {"Base.rte" , "Base.rte"}; CF_ArmorCrabs[factionid][2] = nil CF_ArmorCrabModules[factionid][2] = nil CF_ArmorHumans[factionid][2] = nil CF_ArmorHumanModules[factionid][2] = nil CF_ArmorHumanWeapons[factionid][2] = nil CF_ArmorHumanWeaponModules[factionid][2] = nil CF_ArmorPistols[factionid][2] = {"Pistol"} CF_ArmorPistolModules[factionid][2] = {"Coalition.rte"} CF_ArmorShields[factionid][2] = {"Riot Shield"} CF_ArmorShieldModules[factionid][2] = {"Base.rte"} CF_Turrets[factionid][2] = nil CF_TurretModules[factionid][2] = nil CF_TurretOffsetsReplace[factionid][2] = nil; CF_TurretOffsetsGarrison[factionid][2] = nil; -- Level 3 enemies and weapons CF_Probabilities[factionid][3] = {0, 0.30 , 0.10}; CF_Weapons[factionid][3] = {"Pistol", "Auto Pistol", "Heavy Pistol"} CF_WeaponModules[factionid][3] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][3] = {"Grenade"}; CF_ExplosiveSetModules[factionid][3] = {"Coalition.rte"}; CF_ActorSets[factionid][3] = {"Culled Clone" , "Thin Culled Clone"}; CF_ActorSetModules[factionid][3] = {"Base.rte" , "Base.rte"}; CF_ArmorCrabs[factionid][3] = nil CF_ArmorCrabModules[factionid][3] = nil CF_ArmorHumans[factionid][3] = nil CF_ArmorHumanModules[factionid][3] = nil CF_ArmorHumanWeapons[factionid][3] = nil CF_ArmorHumanWeaponModules[factionid][3] = nil CF_ArmorPistols[factionid][3] = {"Pistol"} CF_ArmorPistolModules[factionid][3] = {"Coalition.rte"} CF_ArmorShields[factionid][3] = {"Riot Shield"} CF_ArmorShieldModules[factionid][3] = {"Base.rte"} CF_Turrets[factionid][3] = {"Gatling Turret"} CF_TurretModules[factionid][3] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][3] = nil; CF_TurretOffsetsGarrison[factionid][3] = nil; -- Level 4 enemies and weapons CF_Probabilities[factionid][4] = {0, 0.50 , 0.30}; CF_Weapons[factionid][4] = {"Pistol", "Heavy Pistol", "Compact Assault Rifle", "Coalition Shotgun"} CF_WeaponModules[factionid][4] = {"Coalition.rte", "Coalition.rte", "Coalition.rte", "CortexShock.rte"}; CF_ExplosiveSets[factionid][4] = {"Grenade"}; CF_ExplosiveSetModules[factionid][4] = {"Coalition.rte"}; CF_ActorSets[factionid][4] = {"Culled Clone" , "Thin Culled Clone"}; CF_ActorSetModules[factionid][4] = {"Base.rte" , "Base.rte"}; CF_ArmorCrabs[factionid][4] = nil CF_ArmorCrabModules[factionid][4] = nil CF_ArmorHumans[factionid][4] = nil CF_ArmorHumanModules[factionid][4] = nil CF_ArmorHumanWeapons[factionid][4] = nil CF_ArmorHumanWeaponModules[factionid][4] = nil CF_ArmorPistols[factionid][4] = {"Pistol"} CF_ArmorPistolModules[factionid][4] = {"Coalition.rte"} CF_ArmorShields[factionid][4] = {"Riot Shield"} CF_ArmorShieldModules[factionid][4] = {"Base.rte"} CF_Turrets[factionid][4] = {"Gatling Turret"} CF_TurretModules[factionid][4] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][4] = nil; CF_TurretOffsetsGarrison[factionid][4] = nil; -- Level 5 enemies and weapons CF_Probabilities[factionid][5] = {0, 0, 0}; CF_Weapons[factionid][5] = {"Compact Assault Rifle", "Coalition Shotgun"} CF_WeaponModules[factionid][5] = {"Coalition.rte", "CortexShock.rte"}; CF_ExplosiveSets[factionid][5] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][5] = {"Coalition.rte"}; CF_ActorSets[factionid][5] = {"All Purpose Robot" , "Combat Robot"}; CF_ActorSetModules[factionid][5] = {"Imperatus.rte" , "Imperatus.rte"}; CF_ArmorCrabs[factionid][5] = nil CF_ArmorCrabModules[factionid][5] = nil CF_ArmorHumans[factionid][5] = nil CF_ArmorHumanModules[factionid][5] = nil CF_ArmorHumanWeapons[factionid][5] = nil CF_ArmorHumanWeaponModules[factionid][5] = nil CF_ArmorPistols[factionid][5] = {"Pistol"} CF_ArmorPistolModules[factionid][5] = {"Coalition.rte"} CF_ArmorShields[factionid][5] = {"Riot Shield"} CF_ArmorShieldModules[factionid][5] = {"Base.rte"} CF_Turrets[factionid][5] = {"Gatling Turret"} CF_TurretModules[factionid][5] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][5] = nil; CF_TurretOffsetsGarrison[factionid][5] = nil; -- Level 6 enemies and weapons CF_Probabilities[factionid][6] = {0, 0.10, 0.10}; CF_Weapons[factionid][6] = {"Compact Assault Rifle", "Coalition Shotgun", "Auto Shotgun"} CF_WeaponModules[factionid][6] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][6] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][6] = {"Coalition.rte"}; CF_ActorSets[factionid][6] = {"All Purpose Robot" , "Combat Robot"}; CF_ActorSetModules[factionid][6] = {"Imperatus.rte" , "Imperatus.rte"}; CF_ArmorCrabs[factionid][6] = nil CF_ArmorCrabModules[factionid][6] = nil CF_ArmorHumans[factionid][6] = nil CF_ArmorHumanModules[factionid][6] = nil CF_ArmorHumanWeapons[factionid][6] = nil CF_ArmorHumanWeaponModules[factionid][6] = nil CF_ArmorPistols[factionid][6] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][6] = {"Coalition.rte"} CF_ArmorShields[factionid][6] = {"Riot Shield"} CF_ArmorShieldModules[factionid][6] = {"Base.rte"} CF_Turrets[factionid][6] = {"Gatling Turret"} CF_TurretModules[factionid][6] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][6] = nil; CF_TurretOffsetsGarrison[factionid][6] = nil; -- Level 7 enemies and weapons CF_Probabilities[factionid][7] = {0.1, 0.15, 0.10}; CF_Weapons[factionid][7] = {"Compact Assault Rifle", "Auto Shotgun"} CF_WeaponModules[factionid][7] = {"Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][7] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][7] = {"Coalition.rte"}; CF_ActorSets[factionid][7] = {"All Purpose Robot" , "Combat Robot"}; CF_ActorSetModules[factionid][7] = {"Imperatus.rte" , "Imperatus.rte"}; CF_ArmorCrabs[factionid][7] = nil CF_ArmorCrabModules[factionid][7] = nil CF_ArmorHumans[factionid][7] = nil CF_ArmorHumanModules[factionid][7] = nil CF_ArmorHumanWeapons[factionid][7] = nil CF_ArmorHumanWeaponModules[factionid][7] = nil CF_ArmorPistols[factionid][7] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][7] = {"Coalition.rte"} CF_ArmorShields[factionid][7] = {"Riot Shield"} CF_ArmorShieldModules[factionid][7] = {"Base.rte"} CF_Turrets[factionid][7] = {"Gatling Turret"} CF_TurretModules[factionid][7] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][7] = nil; CF_TurretOffsetsGarrison[factionid][7] = nil; -- Level 8 enemies and weapons CF_Probabilities[factionid][8] = {0.1, 0.15, 0.15}; CF_Weapons[factionid][8] = {"Compact Assault Rifle", "Assault Rifle", "Auto Shotgun"} CF_WeaponModules[factionid][8] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][8] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][8] = {"Coalition.rte"}; CF_ActorSets[factionid][8] = {"All Purpose Robot" , "Combat Robot"}; CF_ActorSetModules[factionid][8] = {"Imperatus.rte" , "Imperatus.rte"}; CF_ArmorCrabs[factionid][8] = nil CF_ArmorCrabModules[factionid][8] = nil CF_ArmorHumans[factionid][8] = nil CF_ArmorHumanModules[factionid][8] = nil CF_ArmorHumanWeapons[factionid][8] = nil CF_ArmorHumanWeaponModules[factionid][8] = nil CF_ArmorPistols[factionid][8] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][8] = {"Coalition.rte"} CF_ArmorShields[factionid][8] = {"Riot Shield"} CF_ArmorShieldModules[factionid][8] = {"Base.rte"} CF_Turrets[factionid][8] = {"Gatling Turret"} CF_TurretModules[factionid][8] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][8] = nil; CF_TurretOffsetsGarrison[factionid][8] = nil; -- Level 9 enemies and weapons CF_Probabilities[factionid][9] = {0.1, 0.20, 0.15}; CF_Weapons[factionid][9] = {"Assault Rifle", "Auto Shotgun"} CF_WeaponModules[factionid][9] = {"Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][9] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][9] = {"Coalition.rte"}; CF_ActorSets[factionid][9] = {"All Purpose Robot" , "Combat Robot"}; CF_ActorSetModules[factionid][9] = {"Imperatus.rte" , "Imperatus.rte"}; CF_ArmorCrabs[factionid][9] = nil CF_ArmorCrabModules[factionid][9] = nil CF_ArmorHumans[factionid][9] = nil CF_ArmorHumanModules[factionid][9] = nil CF_ArmorHumanWeapons[factionid][9] = nil CF_ArmorHumanWeaponModules[factionid][9] = nil CF_ArmorPistols[factionid][9] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][9] = {"Coalition.rte"} CF_ArmorShields[factionid][9] = {"Riot Shield"} CF_ArmorShieldModules[factionid][9] = {"Base.rte"} CF_Turrets[factionid][9] = {"Gatling Turret"} CF_TurretModules[factionid][9] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][9] = nil; CF_TurretOffsetsGarrison[factionid][9] = nil; -- Level 10 enemies and weapons CF_Probabilities[factionid][10] = {0.15, 0.20, 0.15}; CF_Weapons[factionid][10] = {"Assault Rifle", "Auto Shotgun", "Sniper Rifle"} CF_WeaponModules[factionid][10] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][10] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][10] = {"Coalition.rte"}; CF_ActorSets[factionid][10] = {"Steamer Light 1", "Steamer Light 2"}; CF_ActorSetModules[factionid][10] = {"CortexShock.rte", "CortexShock.rte"}; CF_ArmorCrabs[factionid][10] = nil CF_ArmorCrabModules[factionid][10] = nil CF_ArmorHumans[factionid][10] = nil CF_ArmorHumanModules[factionid][10] = nil CF_ArmorHumanWeapons[factionid][10] = nil CF_ArmorHumanWeaponModules[factionid][10] = nil CF_ArmorPistols[factionid][10] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][10] = {"Coalition.rte"} CF_ArmorShields[factionid][10] = {"Riot Shield"} CF_ArmorShieldModules[factionid][10] = {"Base.rte"} CF_Turrets[factionid][10] = {"Gatling Turret"} CF_TurretModules[factionid][10] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][10] = nil; CF_TurretOffsetsGarrison[factionid][10] = nil; -- Level 11 enemies and weapons CF_Probabilities[factionid][11] = {0.15, 0.20, 0.15}; CF_Weapons[factionid][11] = {"Assault Rifle", "Auto Shotgun", "Sniper Rifle"} CF_WeaponModules[factionid][11] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][11] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][11] = {"Coalition.rte"}; CF_ActorSets[factionid][11] = {"Steamer Light 1", "Steamer Light 2"}; CF_ActorSetModules[factionid][11] = {"CortexShock.rte", "CortexShock.rte"}; CF_ArmorCrabs[factionid][11] = nil CF_ArmorCrabModules[factionid][11] = nil CF_ArmorHumans[factionid][11] = nil CF_ArmorHumanModules[factionid][11] = nil CF_ArmorHumanWeapons[factionid][11] = nil CF_ArmorHumanWeaponModules[factionid][11] = nil CF_ArmorPistols[factionid][11] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][11] = {"Coalition.rte"} CF_ArmorShields[factionid][11] = {"Riot Shield"} CF_ArmorShieldModules[factionid][11] = {"Base.rte"} CF_Turrets[factionid][11] = {"Gatling Turret"} CF_TurretModules[factionid][11] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][11] = nil; CF_TurretOffsetsGarrison[factionid][11] = nil; -- Level 12 enemies and weapons CF_Probabilities[factionid][12] = {0.15, 0.20, 0.15}; CF_Weapons[factionid][12] = {"Assault Rifle", "Auto Shotgun", "Sniper Rifle"} CF_WeaponModules[factionid][12] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][12] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][12] = {"Coalition.rte"}; CF_ActorSets[factionid][12] = {"Steamer Light 1", "Steamer Light 2"}; CF_ActorSetModules[factionid][12] = {"CortexShock.rte", "CortexShock.rte"}; CF_ArmorCrabs[factionid][12] = nil CF_ArmorCrabModules[factionid][12] = nil CF_ArmorHumans[factionid][12] = nil CF_ArmorHumanModules[factionid][12] = nil CF_ArmorHumanWeapons[factionid][12] = nil CF_ArmorHumanWeaponModules[factionid][12] = nil CF_ArmorPistols[factionid][12] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][12] = {"Coalition.rte"} CF_ArmorShields[factionid][12] = {"Riot Shield"} CF_ArmorShieldModules[factionid][12] = {"Base.rte"} CF_Turrets[factionid][12] = {"Gatling Turret"} CF_TurretModules[factionid][12] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][12] = nil; CF_TurretOffsetsGarrison[factionid][12] = nil; -- Level 13 enemies and weapons CF_Probabilities[factionid][13] = {0.15, 0.20, 0.15}; CF_Weapons[factionid][13] = {"Assault Rifle", "Auto Shotgun", "Sniper Rifle"} CF_WeaponModules[factionid][13] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][13] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][13] = {"Coalition.rte"}; CF_ActorSets[factionid][13] = {"Steamer Light 1", "Steamer Light 2", "Steamer Heavy 1"}; CF_ActorSetModules[factionid][13] = {"CortexShock.rte", "CortexShock.rte", "CortexShock.rte"}; CF_ArmorCrabs[factionid][13] = nil CF_ArmorCrabModules[factionid][13] = nil CF_ArmorHumans[factionid][13] = nil CF_ArmorHumanModules[factionid][13] = nil CF_ArmorHumanWeapons[factionid][13] = nil CF_ArmorHumanWeaponModules[factionid][13] = nil CF_ArmorPistols[factionid][13] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][13] = {"Coalition.rte"} CF_ArmorShields[factionid][13] = {"Riot Shield"} CF_ArmorShieldModules[factionid][13] = {"Base.rte"} CF_Turrets[factionid][13] = {"Gatling Turret"} CF_TurretModules[factionid][13] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][13] = nil; CF_TurretOffsetsGarrison[factionid][13] = nil; -- Level 14 enemies and weapons CF_Probabilities[factionid][14] = {0.15, 0.20, 0.15}; CF_Weapons[factionid][14] = {"Assault Rifle", "Auto Shotgun", "Sniper Rifle"} CF_WeaponModules[factionid][14] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][14] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][14] = {"Coalition.rte"}; CF_ActorSets[factionid][14] = {"Steamer Light 1", "Steamer Light 2", "Steamer Heavy 1", "Steamer Heavy 2"}; CF_ActorSetModules[factionid][14] = {"CortexShock.rte", "CortexShock.rte", "CortexShock.rte", "CortexShock.rte"}; CF_ArmorCrabs[factionid][14] = nil CF_ArmorCrabModules[factionid][14] = nil CF_ArmorHumans[factionid][14] = nil CF_ArmorHumanModules[factionid][14] = nil CF_ArmorHumanWeapons[factionid][14] = nil CF_ArmorHumanWeaponModules[factionid][14] = nil CF_ArmorPistols[factionid][14] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][14] = {"Coalition.rte"} CF_ArmorShields[factionid][14] = {"Riot Shield"} CF_ArmorShieldModules[factionid][14] = {"Base.rte"} CF_Turrets[factionid][14] = {"Gatling Turret"} CF_TurretModules[factionid][14] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][14] = nil; CF_TurretOffsetsGarrison[factionid][14] = nil; -- Level 15 enemies and weapons CF_Probabilities[factionid][15] = {0.15, 0.20, 0.15}; CF_Weapons[factionid][15] = {"Assault Rifle", "Auto Shotgun", "Sniper Rifle"} CF_WeaponModules[factionid][15] = {"Coalition.rte", "Coalition.rte", "Coalition.rte"}; CF_ExplosiveSets[factionid][15] = {"Pineapple Grenade"}; CF_ExplosiveSetModules[factionid][15] = {"Coalition.rte"}; CF_ActorSets[factionid][15] = {"Steamer Heavy 1", "Steamer Heavy 2"}; CF_ActorSetModules[factionid][15] = {"CortexShock.rte" , "CortexShock.rte"}; CF_ArmorCrabs[factionid][15] = nil CF_ArmorCrabModules[factionid][15] = nil CF_ArmorHumans[factionid][15] = nil CF_ArmorHumanModules[factionid][15] = nil CF_ArmorHumanWeapons[factionid][15] = nil CF_ArmorHumanWeaponModules[factionid][15] = nil CF_ArmorPistols[factionid][15] = {"Auto Pistol"} CF_ArmorPistolModules[factionid][15] = {"Coalition.rte"} CF_ArmorShields[factionid][15] = {"Riot Shield"} CF_ArmorShieldModules[factionid][15] = {"Base.rte"} CF_Turrets[factionid][15] = {"Gatling Turret"} CF_TurretModules[factionid][15] = {"Coalition.rte"} CF_TurretOffsetsReplace[factionid][15] = nil; CF_TurretOffsetsGarrison[factionid][15] = nil;
Thu Aug 01, 2013 4:01 am
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pmPosts: 966Location: Moscow, Russia
Re: Cortex Shock
Attach and PM me your mod and faction file, I'll take a look
Thu Aug 01, 2013 6:36 pm
5crownik007
Joined: Wed Jan 30, 2013 6:40 amPosts: 8
Re: Cortex Shock
Mon Sep 23, 2013 3:31 am
Vlads
Joined: Mon Jun 17, 2013 2:55 pmPosts: 434Location: Somewhere
Re: Cortex Shock
Um. You must really love smileys.
Tue Sep 24, 2013 11:25 am
Epicnator
Joined: Fri Oct 18, 2013 2:49 pmPosts: 100Location: Gretin
Re: Cortex Shock
Sun Oct 20, 2013 3:38 am
Unison
Joined: Sat Aug 24, 2013 8:26 pmPosts: 99Location: Actually, the real killer is behind you
Re: Cortex Shock
5crownik007 wrote:
Lol i just got into the area for cryo control, I thought i found a secret, but it was deathtrap.
. And then my other guy was waiting for everything to come out so i could kill them.
but the last guy killed me. I was like WEEGEE YOU TROLL
. Last save was at beggin ing of level.
i no rite uber haxor trol
Sat Nov 23, 2013 12:36 pm
LegoDino77
Joined: Thu Aug 02, 2012 12:42 pmPosts: 17
Re: Cortex Shock
... Bad luck whit (or with?) Weegees scenes... I dropped both folders to my Cortex Command folder (steam) and when I started this scene, it said GO! (or something like that, what ever this game says when a fight starts) and it was just a screen full of space... Nothing else, nothing!
What did I do wrong this time Weegee?
(Well at least I got that SHIELD story working!
)
Sun Apr 13, 2014 1:00 pm
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pmPosts: 966Location: Moscow, Russia
Re: Cortex Shock
Sorry but it's discontinued and won't work with B30.
Sun Apr 13, 2014 7:07 pm
Vlads
Joined: Mon Jun 17, 2013 2:55 pmPosts: 434Location: Somewhere
Re: Cortex Shock
weegee wrote:
Sorry but it's discontinued and won't work with B30.
U yu do dis. Tu me?!11!!
That really sucks Weegee, I really loved that game, or mission, whatever. :/
Thu Apr 17, 2014 11:41 am
DAME777
Joined: Wed May 18, 2011 2:44 amPosts: 491Location: Dank dreams.
Re: [Abandoned] Cortex Shock
I would really apreciate it if someone could update this. Sucks that this greatness has to be abandoned
, and I played it a bit a long time ago but I never got to finish it or see a lot of it.
Sat Mar 28, 2015 8:00 am
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