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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
@Mindmaker: :/

@Pyrodoom: You should be using a combination of the jumping and the wall clinging to get around with a Yuurei. Though you'll have to be more specific about at what point in getting around in bunkers you're having trouble. Are you having trouble with straightaways? Vertical shafts? Stairs? Ladders? What?

I can't even begin to imagine what's causing the crashing right now. Probably lua-related, but that's a mess.

@Thought Mobster: I haven't implemented it, but I do recall talking about expanding the custom buttons, including a sort of "actor special" button, which would probably make Yuurei cloak/uncloak and Oni equip/drop ammo packs. I'd probably also create a specific "secondary reload" button, since right now you have to run your secondary fire weapons out of ammo to get them to reload.


Tue Mar 30, 2010 4:39 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I think I've suggested before that you use something similar to Cavecricket's growth pod's menu in lieu of a large array of buttons. It'd probably be able to cover any function you don't expect to need to use on the fly, such as fire mode switching, secondary reload, ammo pack fiddling, invisibility toggling, etc.
But it'd be quite a bit more difficult than adding more buttons instead, so yeah.


Wed Mar 31, 2010 4:29 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I mean I have trouble going anywhere except straightaways. Straightaways are fine because you just hold a/d, but anything else is a nightmare because of the 'you can only jump in three directions.' thing. I guess I might be able to do a verticle shaft without ladders if I rape the wall-grapple thing, but I'll need practice, I'm not good at all with the wall-grapple.


Wed Mar 31, 2010 8:17 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Pyrodoom wrote:
I guess I might be able to do a verticle shaft without ladders if I rape the wall-grapple thing, but I'll need practice, I'm not good at all with the wall-grapple.

Well, yeah, that's kind of the trick. If you need to get up to a ledge you can reach vertically but can't seem to actually move horizontally enough to get to, you need to melee the wall just below the ledge or melee the floor of the ledge, then just hit the melee button again to release the wall while holding the direction towards the ledge. The Yuurei should climb right up on it no problem. Heck, if while you're clinging the Yuurei is aiming into the air over the ledge and you hit the jump button instead of the melee button, it should actually jump up onto it for you. You can do this all very swiftly as well. If the ledge is within vertical reach and part of a vertical shaft, this is actually probably easier than trying to kick off of the opposite wall. Of course, you'll need to do some wall kicks if the ledge isn't simply within vertical reach of a jump.

So yeah, use that wall cling. A Yuurei should be able to get just about anywhere. You can even try to ascend a sheer wall by clinging to it, aiming in an upwards angle towards it, and then rapidly hitting the melee button over and over to release the wall, then immediately cling to a higher spot over and over. You can also kinda hand-over-hand your way across a ceiling in a similar manner, though it's easy to mess that up.


Wed Mar 31, 2010 3:57 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
I do recall talking about expanding the custom buttons, including a sort of "actor special" button, which would probably make Yuurei cloak/uncloak and Oni equip/drop ammo packs. I'd probably also create a specific "secondary reload" button, since right now you have to run your secondary fire weapons out of ammo to get them to reload.


I'm looking forward to the next release then! Thanks.


Wed Mar 31, 2010 4:12 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
For me nothing appears ingame. I think I downloaded it right but nothing shows ingame or in the activation log thing.


Tue Apr 06, 2010 4:05 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Quote:
One or more of my mods are not loading, even though they are in my CC folder!

1. Create a new folder (Mod1.rte),
2. Go in the folder for the mod that is missing,
3. Copy all of the contents from the old folder to the new one (Mod1.rte)
4. Delete the old folder and all of its contents.
5. Rename the new folder (Mod1.rte) to the old desired name.


Tue Apr 06, 2010 9:37 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Petethegoat wrote:
Quote:
One or more of my mods are not loading, even though they are in my CC folder!

1. Create a new folder (Mod1.rte),
2. Go in the folder for the mod that is missing,
3. Copy all of the contents from the old folder to the new one (Mod1.rte)
4. Delete the old folder and all of its contents.
5. Rename the new folder (Mod1.rte) to the old desired name.


Thanks :oops:

Anyway, it is awesome. I love grappling and smashing them into the floor.


Tue Apr 06, 2010 6:41 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
@Mindmaker: :/

@Pyrodoom: You should be using a combination of the jumping and the wall clinging to get around with a Yuurei. Though you'll have to be more specific about at what point in getting around in bunkers you're having trouble. Are you having trouble with straightaways? Vertical shafts? Stairs? Ladders? What?
.

i find it quite hard to use yuurei with stairs when "going" up and what not their little legs just can't move up the stairs but if there is a ceiling jump to that and hope for nice swing/jump


Thu Apr 08, 2010 7:35 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Well, unfortunately, limbpath logic isn't rock solid so if you try to make units that walk fast, they go kicking themselves away from angled surfaces they're trying to walk up. That's just CC being awesome.


Thu Apr 08, 2010 9:43 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Say, whatever happened to that Nanokey that hacked and open doors? Was it cut out to make the mod less bulky or something? I loved that thing :(


Mon Apr 26, 2010 12:31 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I think it was removed because it worked by changing the team of the door, which would result in crashes.

Edit: Not sure if this was said before, but all the guns with the different attachments clutter the buy menu. Perhaps the attachment could be a seperate device that you manually attach to a gun?

And the yuurie needs a grappling gun DarkStorm style, or climbing abilities, because jumping is not easy.

Oh, and could you make a tranquilizer dart gun attachment if you're not going to bring back the stun gun?


Mon Apr 26, 2010 1:01 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Couldn't just have it spawn a pinned team 0 or 1 actor for acouple seconds? Door hacker sounds like a neat tool


Mon Apr 26, 2010 3:40 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The stun gun never worked right for me... If it did work, it worked, but when it didn't, it would stun my own guy, do excessive damage to the target without stunning, or damage my brainbot that was halfway across the map inside a bunker.


Mon Apr 26, 2010 3:59 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Which is presumably why it was removed and why it'll probably remain removed until Darlos is happy with the way it functions.


Mon Apr 26, 2010 5:15 am
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