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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Browncheese wrote:
Edit2:is there something wrong with the download because there is no activities.ini and there usually is one for factions.


No, writing an activities.ini is entirely optional, you've been spoilt. Crobos have an activities ini, but AAL and Deimos do not, nor does this. The download is fine and is working for me and others.


Fri Dec 12, 2008 7:08 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
and also, if there is the line typed out like it is "modulename" then that should cause errors, as CC is case sensitive.
and 250 degrees is very low. though i suppose you did only say light metal and flesh..


Fri Dec 12, 2008 1:50 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
i think my pc is just bitching "i dont wanna use that faction,they look sucky" said my pc,but i want it and it just refuses to work,it must be my pc :-(

Edit:yes it is my pc bitching my bro tried it and it works perfectly :x


Fri Dec 12, 2008 5:22 pm
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Location: Ukraine,Odessa in the ASC bunker-base
Post Re: DarkStorm Military Technologies - Updated 11/22/08
You are just a lozer .... Well i would suggest you other way to do it .

1. Cut out everything , except " DataModule " , from Darkstorm's index.ini .

2. Open Index.ini in the base rte and paste everything , delete line with name
Code:
IncludeFile = Base.rte/Activitities.ini


3. If you have line called
Code:
IncludeFile = Darkstorm.rte/Activities.ini


3. You win .


Fri Dec 12, 2008 5:38 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Hah Darlos, your sprites are so awesome that they can be cut up and made into other crap

Image


Sun Dec 14, 2008 3:48 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
p3lb0x wrote:
Hah Darlos, your sprites are so awesome that they can be cut up and made into other crap

Image

Alright, so... what is that?


Sun Dec 14, 2008 5:36 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
He says your sprites are easy to take and modify into other items.
For instance pelbox made a machine gun thing out of the turret's gun.

He is not asking you to include it.


Sun Dec 14, 2008 5:43 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Do you already have a plan for the cloak using lua? If not, I noticed GetsHitByMO = 0 actors don't get the enemies attention. Would it be possible to make an actors attachables killable but not its body?


Sun Dec 14, 2008 8:06 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
numgun wrote:
He says your sprites are easy to take and modify into other items.
For instance pelbox made a machine gun thing out of the turret's gun.

He is not asking you to include it.


Sorry if it wasn't clear, but yeah. What Numgun said. I made that thing out of the turret's gun and the carbine


Sun Dec 14, 2008 8:28 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
Alright, so... what is that?



Looks like a tactical SMG. (Of Frankenstein)


Sun Dec 14, 2008 11:13 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
I didn't think everyone cared so much about the disintegrating magazines. But, isn't there some CC concept of regenerating magazines? Like, we could just assume that the actors are switching off between a few magazines, using one while the others regenerate their ammo.

It's kinda weird, but I swear I saw the concept somewhere. It wouldn't really explain why the base actors drop their mags, though.

I remember someone saying something about how they draw in carbon from their surroundings to regnerate it. Or something along those lines...

Edit : I miss the "jump" jetpack on the shogun... Copy and paste time.


Sun Dec 14, 2008 11:16 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
That would be Dauss's story about life through the eyes of a clone. That wasn't any actual information from Data, but it seems possible given the setting of the game.


Mon Dec 15, 2008 2:45 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I saw that theres auto turrets in this pack. they look amazing, but i have a problem...... i cant seem to find them to build them. Do you build them during a setup phase or something?

any help apreciated on such a noob question


Sat Dec 20, 2008 4:16 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
ShaneO wrote:
I saw that theres auto turrets in this pack. they look amazing, but i have a problem...... i cant seem to find them to build them. Do you build them during a setup phase or something?

any help apreciated on such a noob question

You put them in while in the BYOB Mode in a Skirmish. (Build your own Base, In case you didn't know.)

EDIT: Also, the Cryo Gun is Fun!
Heh, I made a rhyme.
Image


Sat Dec 20, 2008 7:20 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
You're a talented scripter and spriter but why the hell the faux-Japanese theme?


Sat Dec 20, 2008 10:52 pm
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