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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Mehman's Experimental Weaponry[V33: Big Update]
And no love for the Launcher that can't change between anything but Bunker Buster, and Incendiary?
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Mon Mar 18, 2013 3:15 pm |
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HeadcrabPL
Joined: Mon May 23, 2011 3:41 pm Posts: 269
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Well, am i only one who thinks soldier sight range is TOO BIG it shoot every enemy on my flat land. BTW: About the tkc, you need to replace index with mine.
Attachments:
File comment: Delete old one and add this one.
Index.rar [497 Bytes]
Downloaded 466 times
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Thu Apr 18, 2013 3:52 pm |
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boybente
Joined: Mon Aug 29, 2011 3:26 pm Posts: 27
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Experimental Launcher won't switch to anything except Bunker Buster and Incendiary. When you try to change to EMP or Heat rockets, it reloads then it's still Incendiary
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Wed Apr 24, 2013 12:49 pm |
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Collective
Joined: Wed Mar 03, 2010 11:29 pm Posts: 122
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Re: Mehman's Experimental Weaponry[V33: Big Update]
The Cannon Delivery pod isn't firing properly. It spawns in front of the cannon and stays there. Offensive delivery works though.
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Thu May 02, 2013 7:30 am |
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randomstranger
Joined: Thu May 30, 2013 1:25 pm Posts: 3
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Hellevator wrote: I'm getting the same problem in which I am unable to find the telekinetic implant. lukxx wrote: Hi Mehman, I realy like your mod but tkc implant does not show up in shoping screen.. or i just cant find it p.s.: it suposed to be in grenades screen ? Friendofafriend wrote: Hey, wheres the telekenetic implant? I can't find it Enter Index.ini in MPW.rte folder, then, copy/paste that into it: //Telekinetic Implant// IncludeFile = MPW.rte/TKC/TKC.ini It should be alright and should be available to buy. I hope this helps as well. http://prntscr.com/17gwbrhttp://prntscr.com/17gvz6Oh. And to properly use the powers of telekinesis, you have to access console by ~, and press CTRL + V to paste in the bind. SetMehmanKeys('key0','key1','key2','key3',keyboardlayout[1 if qwerty, 0 if azerty keyboard]) I use SetMehmanKeys('z','x','c','d',1)
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Thu May 30, 2013 10:23 pm |
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Alesandro40
Joined: Sat Mar 31, 2012 9:03 pm Posts: 1
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Friend,This method doesn't work for my..Mehman please make its mod with TCK...is my only fun ...por favor porque eu não sei mecher muito com isso é meio dificil pra mim
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Tue Jun 18, 2013 10:23 pm |
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YX33A
Joined: Tue Dec 11, 2012 2:52 am Posts: 10
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Just curious, but how would one add the effects of the TKC to an actor without giving him the chip itself?
EDIT: Alternatively, would it be possible to add the effects to an actor while they hold a certain item? It'd be a bit like XCOM if one could.
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Mon Dec 09, 2013 11:20 pm |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Is it still work on the new game version?
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Tue May 06, 2014 5:25 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Xery, I think it should, since Lua didn't change in a very script-breaking way after 1.0. So it should, unless referencing errors, if any.
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Tue May 06, 2014 5:32 am |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Asklar wrote: Xery, I think it should, since Lua didn't change in a very script-breaking way after 1.0. So it should, unless referencing errors, if any. I'll give it a try. Thx.
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Tue May 06, 2014 11:27 am |
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eZkiel2517
Joined: Fri Jan 27, 2012 12:29 am Posts: 12
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Yeah, the mod works great in the latest build, expect for the glitch where the launcher can't switch ammunition that boybente mentioned.
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Sun Aug 31, 2014 8:41 pm |
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hotpotsoup
Joined: Tue Nov 18, 2014 3:07 am Posts: 2
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Re: Mehman's Experimental Weaponry[V33: Big Update]
MEW is having some errors calling nil values in the console, lagging the game.
The MEW Soldier and the MEW Pistol does this everytime, haven't really tried other MEW stuff yet.
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Tue Nov 18, 2014 8:13 am |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Ermygherd this is amazing EDIT: Oops this post is a year old.
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Thu Dec 03, 2015 3:06 am |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: Mehman's Experimental Weaponry[V33: Big Update]
yoo, i remember this old thing
i'm about to start grave digging dudes.
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Thu Dec 03, 2015 3:51 am |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Mackerel wrote: yoo, i remember this old thing
i'm about to start grave digging dudes. Honestly I think anything short of making a new mod qualifies as necro at this point.
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Thu Dec 03, 2015 12:53 pm |
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