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SgtBob
Joined: Wed Nov 29, 2006 1:16 am Posts: 5
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It's too bad that ordering huge numbers of frag shells without a body doesn't cause them to explode when you drop your cargo.
It could be like carpet-bombing. 
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Wed Nov 29, 2006 1:43 am |
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ToonyMan
Joined: Thu Sep 14, 2006 10:44 pm Posts: 488 Location: bay12forums.com
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Reminds me of Worms. Sheep Strike!! 
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Wed Nov 29, 2006 1:44 am |
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The Punisher
Joined: Mon Nov 28, 2005 4:59 pm Posts: 1207 Location: Norway
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@Juggz Who said we didnt have nukes...
the v1 is much stronger than v1.4 but v1 can make the game crash if you use it near the bottom! And I dont know if it works with the newest version. plz test and reply in the thread...
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Wed Nov 29, 2006 8:09 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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hi
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Wed Nov 29, 2006 11:34 pm |
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The Punisher
Joined: Mon Nov 28, 2005 4:59 pm Posts: 1207 Location: Norway
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hellooo
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Thu Nov 30, 2006 2:01 pm |
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Juggz
Joined: Wed Nov 15, 2006 2:42 pm Posts: 304 Location: Western Australia
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BTW your nukes dont work no more
And can you tell me how to make my Long Cannon modification shoot a round so fast/powerful it drills through the ground and throws the guy back
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Thu Nov 30, 2006 2:41 pm |
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The Punisher
Joined: Mon Nov 28, 2005 4:59 pm Posts: 1207 Location: Norway
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Look for
AddAmmo = Round
InstanceName = Round Cannon
ParticleCount = 1 Particle = TDExplosive CopyOf = Frag Shell Shell = MOSRotating CopyOf = Cannon Casing
FireVelocity = 90
ShellVelocity = 10 Separation = 5
then change firevelocity to 1500 or higher! 
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Thu Nov 30, 2006 3:10 pm |
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Juggz
Joined: Wed Nov 15, 2006 2:42 pm Posts: 304 Location: Western Australia
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I changed it to 9000 and nothing happened, the first time i did it it worked... now nothing...
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Fri Dec 01, 2006 2:33 am |
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Juggz
Joined: Wed Nov 15, 2006 2:42 pm Posts: 304 Location: Western Australia
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Ok i worked out the problem, I created my GaussGun in its own mod folder. Basicly i copied the long cannon and im modded the speed for the moment.
Anyway its still using the ammo.ini file in base.rte not my custom one, how do i make it use the one in GuassGun.rte?
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Fri Dec 01, 2006 3:30 am |
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ToonyMan
Joined: Thu Sep 14, 2006 10:44 pm Posts: 488 Location: bay12forums.com
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ToonyMan wrote: You have to make a Ammo.ini in your folder and paste the Long Canon Round and Magazine, then mess with it. You also have to add Ammo.ini to the Index.ini.  O you said that, then mabye in the Devices.ini you have to give it the Magazine!  Then in the Magazine code you have to make the magazine use the round. 

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Fri Dec 01, 2006 1:35 pm |
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Karva-Bopi
Joined: Sat Oct 14, 2006 7:56 pm Posts: 112 Location: Finland
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Sat Dec 02, 2006 3:21 pm |
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Yukio
Joined: Wed Feb 02, 2005 2:17 pm Posts: 58 Location: Finland
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I'd like to see a post apocalyptic map with ruins and some rusty scrap and stuff. Does anyone have instructions about how to make a map?
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Sun Dec 03, 2006 12:24 am |
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The_Ghost
Joined: Sat Apr 28, 2007 11:55 pm Posts: 1
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What you REALLY need is a zombie clone... not just ANY zombie clone, one thats really really fast, but doesnt have a gun, instead it EATS who it attacks, and afer a bit of time, the dead clone comes back to life and hes also a zombie too!  *Spread the infection!* oh and you dont need to worry about losing arms too hehehe, but it doesnt have a jetpack (being a zombie an' all) and the zombie that you spaw should have a lot of health, but the other ones are really weak
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Mon Apr 30, 2007 12:26 am |
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Striker26
Joined: Sun Sep 24, 2006 4:01 am Posts: 641 Location: um.......yeah..
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need i say it?!?
NO NE-CR-O-IN-G
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Mon Apr 30, 2007 12:48 am |
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Exeakiel
Joined: Fri Mar 23, 2007 4:02 am Posts: 6
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Integration of the infinity symbol ( ∞ ) that you can use for any variable; ammo, health, y and x wraps, sharpness, recoil, all of that good stuff that you need ∞ for.
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Mon Apr 30, 2007 4:22 am |
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