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 Teleporter + Zombie Barf 
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Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: Teleporter -okay actually fixed-
You know what I'd really like to see?
Zalo's teleport actor and this combined. THE ULTIMATE MAGE. Then give it Zalo's mage walkpaths and some epic sprites. And a pair of uber pistols. Preferably revolvers.
AND A GIANT SWORD!!! :ccevil: :ccevil: :ccevil: :ccevil: :ccevil: :ccevil: :ccevil: :ccevil: :ccevil: :ccevil:


Mon May 18, 2009 5:58 pm
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Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
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Post Re: Teleporter -okay actually fixed-
I find it funny that people are complaining about inertia, as I left it in so it would act more like an instant blink from one spot to another. I only disabled it after including this in my NoX inspired wizard mod, as another NoX inspired mod did the same in another game.

You can remove the inertia by adding
Code:
self.Vel = Vector(0,0);


in the teleporting block.


Mon May 18, 2009 6:19 pm
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Joined: Fri Nov 16, 2007 6:32 pm
Posts: 211
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Post Re: Teleporter -okay actually fixed-
This mod has led to the most fun I have ever had in CC.


Tue May 19, 2009 12:20 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Teleporter + Zombie Barf
Hey while we're on the subject of jetpack replacements how about some zombie barf?

YEAH. Kills people, replaces need for melee weapon, is fun and uh...easy to install on any other actor.

BTW all my mods are under CC Attribution license, so feel free (and please do) copy my code shamelessly. I don't even care about credit, just as long as you do something cool with it.

edit oh yeah GIFs please?


Tue May 19, 2009 4:36 am
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Joined: Thu May 24, 2007 4:42 am
Posts: 308
Location: The Peaceful Town of Hamlet
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Post Re: Teleporter + Zombie Barf
Image
Action Hank saves the day!


Tue May 19, 2009 5:27 am
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Joined: Sat Mar 01, 2008 10:12 pm
Posts: 202
Location: Elsewhere
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Post Re: Teleporter + Zombie Barf
Offsets for the barf are kinda off. Comes out of the lower abdomen sometimes. Maybe lead it a little because the zombies still jump.


Tue May 19, 2009 5:29 am
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Teleporter + Zombie Barf
Subiw wrote:
Offsets for the barf are kinda off. Comes out of the lower abdomen sometimes. Maybe lead it a little because the zombies still jump.


Problem is that emissionsignorethis doesn't apply to lua spawned emitters, so it has to be a bit off.

That and I'm way too lazy to get it just right.


Tue May 19, 2009 5:37 am
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post Re: Teleporter + Zombie Barf
i might tweak it and use it, cool. all these "tied to action" things are sweet.


Tue May 19, 2009 5:53 am
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Joined: Sun Nov 30, 2008 4:56 pm
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Post Re: Teleporter + Zombie Barf
Grif, I salute you.
You have made the most addicting-to-play-as thing EVER.

After (shamelessly) copying the code onto a UniTec WEC Elite, I have a teleporting, badass-looking, katana, shuriken and rifle-armed assassin!
Thanks!


Tue May 19, 2009 7:53 am
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Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
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Post Re: Teleporter + Zombie Barf
Hmm...
Dying whilst using this clone and the disguise kit causes a crash in Windows B23.

Anyway, I'm planning on making a little uberrape particle dance before you teleport so we can have some telefragging. That'll be fun combined with a short range but higher speed teleporting thing: have some nice dash through enemies fun...


Tue May 19, 2009 8:03 am
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Joined: Fri Jan 26, 2007 3:22 am
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Post Re: Teleporter + Zombie Barf
Grif wrote:
edit oh yeah GIFs please?



Image


Wed May 20, 2009 2:14 am
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