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 Mehman's Experimental Weaponry[V33: Big Update] 
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Joined: Thu May 05, 2011 1:30 am
Posts: 2876
Location: Rent free in your head. Vacation in your ass.
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
HeadcrabPL wrote:
Hi Mehman
I want to edit tkc grip but i dont know how soo i have 3 questions:
1.How to make posible to grap drop ships and rockets
2.How to make it smaleer HP drain
3.How to make longer range

Hi HeadCrab.
I just thought I should take the time to preform some grammatical fixes and an answer.
*How do I *Possible *Grab
*How do I *Smaller
*How do I

Dude. P is no where near b.
Also, go into the .ini of the TKC, if I remember correctly there should be something around there called power, MM should be able to provide a better answer.


Mon May 28, 2012 5:28 pm
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Joined: Mon May 23, 2011 3:41 pm
Posts: 269
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Mackerel wrote:
HeadcrabPL wrote:
Hi Mehman
I want to edit tkc grip but i dont know how soo i have 3 questions:
1.How to make posible to grap drop ships and rockets
2.How to make it smaleer HP drain
3.How to make longer range

Hi HeadCrab.
I just thought I should take the time to preform some grammatical fixes and an answer.
*How do I *Possible *Grab
*How do I *Smaller
*How do I

Dude. P is no where near b.
Also, go into the .ini of the TKC, if I remember correctly there should be something around there called power, MM should be able to provide a better answer.

Ok,thx for telling me good version of my post but its not that easy as you think its there is 4 .ini and lua files so i still need Mehman help
Edit1: forget about rockets tell me how to fix it to possible grab ACdropships


Tue May 29, 2012 6:29 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[V25: new weapon]
HeadcrabPL wrote:
Hi Mehman
I want to edit tkc grip but i dont know how soo i have 3 questions:
1.How to make posible to grap drop ships and rockets
2.How to make it smaleer HP drain
3.How to make longer range


1: It already is possible(at least in the newest version), but the force applied is too weak to make such a huge target move, you can modify the force applied by replacing the content of
MPW.rte\TKC\TKCND.lua
with this(it is a more customizable version of the file):

and then adjusting the value of self.force(line 27).

2: modify the value of self.CrushDamage(line 25).

3: modify the value of self.range(line 29)
note: 3 requires the file content replacement, 2 doesn't but is compatible with it.


Wed May 30, 2012 1:04 pm
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Joined: Mon May 23, 2011 3:41 pm
Posts: 269
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
To fast for thanks
1.this still need work i still cant grab dropships
2.when i grab something its just being dezintegrate
Edit:i seted power to 70000


Wed May 30, 2012 5:29 pm
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Joined: Tue Nov 22, 2011 6:53 pm
Posts: 2
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
ummm... Dear, MehMan could you please update your mod to cc build 27 ? Thanks :)


Thu Jun 21, 2012 7:41 pm
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Joined: Sun Jul 01, 2012 9:57 am
Posts: 1
Location: The Milky Way
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Can you make the download into a zip? I'm using Mac and I can't extract Rar.


Sun Jul 01, 2012 9:59 am
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Joined: Mon Aug 08, 2011 9:22 pm
Posts: 18
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Hey mehman if possible please could you update this pack, because, honestly, it's phenomenal and it would be a shame if we could not longer enjoy it.
The error I'm getting is:
abortion in file: system/contentfile.cpp, line 577
failed to load: dummy.rte/other/storage crate/cratebodyA000


Mon Aug 06, 2012 4:21 pm
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Joined: Fri Jan 27, 2012 12:29 am
Posts: 12
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
I updated the mod to work with b27, it was just a path error in a few inis.

http://www.mediafire.com/?6r9mw2g7yn085cy


Wed Aug 08, 2012 2:23 am
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Joined: Mon Aug 08, 2011 9:22 pm
Posts: 18
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Post Re: Mehman's Experimental Weaponry[V25: new weapon]
Quote:
I updated the mod to work with b27, it was just a path error in a few inis.

You are a babe! :D


Sat Aug 11, 2012 9:26 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[V26: B27 compatibility]
I just updated this to be compatible with b27(eZkiel2517 only corrected ini errors, but the mod was still almost unuseable due to lua incompatibility).
Still some errors might not have been spotted so if you see one please report it to me.

I also created loadouts for the campain. For the time being the infantry actor is a modified coalition heavy, that will be changed in the future, still it has increased mobility(thanks to a more basic and less buggy version of my mobility script) and a weak shield.

Download link:
download/file.php?id=39598


Fri Aug 17, 2012 3:32 pm
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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[V26: B27 compatibility]
Meine Freunde, I have a bug to report. So I switched modes on the Experimental Launcher, equipped EMP rockets, and my missle comes slamming into the dirt. Then it crashes.


Fri Aug 17, 2012 10:05 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[V26: B27 compatibility]
Hellevator wrote:
Then it crashes.

Do you mean that the game crashes, or just the missile?
If it is just the missile then it is functionning properly: the "change mode" button lets you use bunker buster missiles that go high up, then take up speed as they fall down to pierce concrete and then explode inside buildings.

Also this is a minor update that prevents MEW Soldiers from randomly jumping when using rocket launchers, download it if you have this problem(that is if you downloaded V26):
download/file.php?id=39599


Fri Aug 17, 2012 10:42 pm
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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[V27: B27 compatibility]
I mean the game crashes.


Sat Aug 18, 2012 12:23 am
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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[V27: B27 compatibility]
I haven't been able to reproduce the bug, where you doing anything special while this happened? Did it only happen once or does it crash every time you fire a missile in this mode?


Sat Aug 18, 2012 10:26 am
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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[V28: AI]
Minor Update:
MEW Soldiers are now able to properly use weapons with recoil.

Download link:
download/file.php?id=39600


Sat Aug 18, 2012 4:34 pm
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