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Messages - DiDiT

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46
Offtopic / Re: Starcraft 2
« on: May 03, 2010, 11:48:52 pm »
...just gotten C&C 4...

NEVER MENTION THAT GAME AGAIN!... or I'll bite you to death
But really, when they declared it would have no base building, a little part of my heart died.
there's no way I'm gonna pay for that wannabe dawn-of-war 2 rip-off...



*goes off to find a cracked torrent of it*

47
Discussion / Re: UFO:AI Technology Ideas
« on: April 28, 2010, 11:18:16 pm »
Well first explain, what ATV stands for.


I think he means All-terrain vehicles

Hummers and stuff would be cool, but since this isn't a open war, more of a urban one, Ugv's effectively beat them at everything.

48
Discussion / Re: UFO:AI Technology Ideas
« on: April 27, 2010, 11:04:11 pm »
Hmm...

Quote
against todays weapons, a BattleMech would not last very long.

But, Then again, it would still be able to do sizeable damage in a battle and, so long as it had some sort of Plated Reactive armour, it would turn the tide of any fire-fight so long as no anti-armour weapons come into play. ;D



ALSO, on a unrelated note, just Crazy idea, but... what about Incendiary flechette-based shotgun rounds? 

and what about micro-neutron grenades?  neutron bombs can easily cook enemy's in a burst of high energy radiation, but the radiation has a very short life, dies away quickly, and doesn't physically damage its surrounding, useful for killing a target but leaving equipment intact.
 

49
Feature Requests / Re: Medical Injections
« on: April 27, 2010, 06:02:57 pm »
Ah, yeah!  ;D

Starcraft stim-packs, gotta love 'em.

Now, where's that medic?...

50
Feature Requests / Re: Medical Injections
« on: April 26, 2010, 10:49:40 pm »
*punches legend man* Don't be a dick.  


*Straightens tie*
-Ahem-, anyway, I actually sorta like this idea... well, the idea of drugs being used by troopers, anyways.
Hell, its better than some of my old ideas!

51
Artwork / Re: New Feature: "Glow" textures
« on: April 25, 2010, 07:46:40 pm »
MCR, thats what diazepam is for. ;D

Now, whoa... All this awesome glowing is making my dizzy... 

52
Right, got it working. God, i feel like a idiot now... I Forgot to add the 0 in front of my decompressed 0ufos folder, so it wasn't loading my custom files.

*face-palm*

Also, my charged fire modes are weak as piss... meh, I'll sort that out...

Thanks for the help.

53
odd. I cant.

Hmm, well, let me try something out quickly.

54
a Diff? I don't know you mean. do you mean, like, a copy of the file it's self?


edit:
Meh, I'v attached a 7zipped copy of the ufo anyway.

edit 2:
just looked Diff up, and its Way over my head. I was never good at svn stuff. Bah...

55
I'v been trying to add a new 'charged fire' mode to the laser weapons, but i cant seem to do it. It never shows up in game.
Here's my code:

Code: [Select]
// =======================
// LASER PISTOL
// =======================
item laserpistol
{
name "_Laser Pistol"
model weapons/laserpistol/laserpistol
weapon true
type pistol
animationindex 2
holdtwohanded false
firetwohanded false
shape "0 0 3 2"
center "2.5 0 1.2"
scale 1.7
ammo 26
reload 12
price 2000
size 10
is_secondary true
}

// =======================
// LASER RIFLE
// =======================
item laserrifle
{
name "_Laser Rifle"
model weapons/laserrifle/laserrifle
weapon true
type rifle
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 1"
shape "0 1 4 1"
center "4.5 0 .5"
scale 1.26
ammo 16
reload 16
price 2500
size 35
is_primary true
}


// =======================
// HEAVY LASER
// =======================
item heavylaser
{
name "_Heavy Laser"
model weapons/laserheavy/laserheavy
weapon true
type biggun
animationindex 1
holdtwohanded false
firetwohanded true
shape "1 0 4 1"
shape "0 1 4 1"
center "8.5 4.5 3.5"
scale 1.15
ammo 6
reload 16
price 4000
size 50
is_primary true
is_heavy true
}

// =======================
// ELECTRO LASER
// =======================
item electrolaser
{
name "_Electro Laser"
model weapons/electrolaser/electrolaser
weapon true
type rifle
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 1"
shape "0 1 4 1"
center "4.5 0 .5"
scale 1.26
ammo 16
reload 12
price 1000
size 35
is_primary true
}

item laser_ammo
{
name "_D-F Cartridge"
model weapons/laserrifle/laserrifle_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.8
price 210
size 7
is_primary true
dmgtype laser

weapon_mod laserpistol
{
firedef
{
name "_Wave Fire"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.75 0.75"
crouch 0.9
range 60
shots 1
ammo 1
time 5
damage "36 6"
dmgweight laser_light
reaction true
}
firedef
{
name "_Pulsed Fire"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots 6
speed 0
spread "0.75 0.75"
crouch 0.9
range 60
shots 3
ammo 3
time 8
damage "36 6"
dmgweight laser_light
reaction true
}
firedef
{
name "_Charged fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.5 0.5"
crouch 0.8
range 120
shots 1
ammo 6
time 12
damage "42 8"
dmgweight laser_heavy
reaction true
}
}

weapon_mod laserrifle
{
firedef
{
name "_Wave Fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.5 0.5"
crouch 0.8
range 90
shots 1
ammo 2
time 7
damage "42 6"
dmgweight laser_medium
reaction true
}
firedef
{
name "_Pulsed Fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.8
range 90
shots 3
ammo 3
time 12
damage "42 5"
dmgweight laser_medium
reaction true
}
firedef
{
name "_Charged Fire"
skill Heavy
projtl laserOverload
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.5 0.5"
crouch 0.8
range 120
shots 1
ammo 6
time 16
damage "54 10"
dmgweight laser_heavy
reaction true
}
}

weapon_mod heavylaser
{
firedef
{
name "_Wave Fire"
skill heavy
projtl laserOverload
impact laserImpact
hitbody laserImpact
firesnd weapons/heavy_laser
speed 0
spread "0.5 0.5"
crouch 0.7
range 120
shots 1
ammo 1
time 10
damage "55 6"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_Pulsed Fire"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.7
range 120
shots 3
ammo 3
time 15
damage "52 6"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_Charged Fire"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.7
range 140
shots 1
ammo 4
time 18
damage "68 10"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_OverCharged Fire"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots        6
speed 0
spread "0.5 0.5"
crouch 0.7
range 140
shots 3
ammo 6
time 20
damage "70 10"
dmgweight laser_heavy
reaction true
}
}

weapon_mod electrolaser
{
firedef
{
name "_Stun Shot"
skill assault
projtl laserFrizzledBeam
impact laserFrizzledImpact
hitbody laserFrizzledImpact
firesnd weapons/electrolaser
speed 0
spread "0.8 0.8"
crouch 0.8
range 40
shots 1
ammo 1
time 7
damage "30 6"
dmgweight stun_electro
reaction true
}
}
}

What am I doing wrong? Am I missing something out? is there another file I need to edit?

Also, Any pointers on my attempt at a mod?
since I cant get it working, I cant test it out, so I don't know if my charged fire-mode's are WAY too powerful or not.


EDIT:
also, while I would have posted this thread in a coding related section of the forum, I intend to edit this post and put up my weapon 'mods' here under a new topic title.

56
Offtopic / Re: Birthday game
« on: April 24, 2010, 05:54:56 pm »
Well, Approximately 150,317 people died worldwide on November 24, 1994, the date when I was born.


Gee, I Wonder why can I hear the song 'Angel Of Death' now?




57
Discussion / Re: UFO:AI Technology Ideas
« on: April 24, 2010, 02:58:39 pm »
There's still the problem that the nitrogen would have to stay cold, so unless those nitrogen canisters also have a refrigeration system they could/would explode or simply not work (your flamer would release the indimitating sound of gas leak  ;D).

Hmm I better research this...

I have seen a few mega-over-clocked computers that had liquid nitrogen canisters as coolant, they looked pretty easy to carry and we're small and were pressurised. wouldn't that work? I mean, you could say that the main Liquid nitrogen cooler is on the drop-ship and they use it to fill 'temporary' temperature preserving pressurised flamer canisters that would last throughout the fight. that work?


     

58
Discussion / Re: UFO:AI Technology Ideas
« on: April 23, 2010, 09:14:06 pm »
Perhaps the BEST way to shoot liquid nitrogen at an alien would be more like a flame thrower...

You mean like... The legendary Ice-thrower!  ;D

*cough*

But, Yeah, that could work quite well actually. Maybe, like, a liquid nitrogen canister? All you'd have to do is just give it a lower ammo count than the flamers C-80 canisters and mention in the ufopedia article that all the flamers are being upgraded to be able to use these canisters, and possibly more in the future.

59
Offtopic / Re: Whats in your pockets right now?
« on: April 22, 2010, 11:30:43 pm »
Sarin, don't worry, I wont ask. :D

also, this is turning out pretty good... better than I expected it too, anyway.



SO! right now, I have: some more money, my homework, my phone and some shards of plastic and metal from my old computer screen which I just smashed up...


60
Discussion / Re: Entry for the Suggestion box
« on: April 19, 2010, 11:29:45 pm »
If they're not hired (and your useing 2.3) just Right click on them.

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