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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360923 times)

Footpöp

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1050 on: October 02, 2011, 02:19:40 pm »

z4 giraffe should do ~5 damage to whomever is on top of it when coming out of its hole
red's last line of defense.
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Starky

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1051 on: October 02, 2011, 02:27:09 pm »

Oh man, I forgot how much fun this mod was.

Could health kits heal a bit more? And how does that one electrodeath room work in that Conker map?
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Lemonade

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1052 on: October 02, 2011, 02:27:30 pm »

Well this was fun.

Some bugs :
Code: [Select]
___________________________________________
ERROR in
action number 1
of Other Event: User Defined 5
for object ChargeBeam:

Error in code at line 2:
               if (distance_to_object(other) < other.blastRadius and !(team == other.team and id != other.ownerPlayer.object and place_meeting(x, y+1, Obstacle))){
                                                     ^
at position 52: Unknown variable blastRadius
-The blue Mojo Jojo mech bug is still present
-There's some Sentry error..?
-Some error doing with activating flame traps and the activator

Notes :

-I find RED team's classes more entertaining than BLU's. RED's are pretty versatile while BLU's are more concentrated on getting shit done.
-OH GOD WHAT THAT ELECTROMAGNETIC TRAP
-Elevators seem to have a lot of desync
-Psychopath's uber, when drained, flickers between x% and x.50%
-No detail in z4giraffe's death sprites :<
-Techno/Psycho combo is powerful. I mean, really. (also you were a nice teammate Footpop)
-Agreed with the ~5 damage
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Footpöp

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1053 on: October 02, 2011, 05:29:30 pm »

-Techno/Psycho combo is powerful. I mean, really.

It's to show how powerful INS was back in the day ;)
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RebelINS

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1054 on: October 02, 2011, 07:15:21 pm »

psycho+vein/rebel/anna/iji are all comparably powerful. In fact, by sheer virtue of having a much stronger weapon than the regular Healer, Psycho + anyone is extremely powerful.

drool warrior is less about pure strength, and more about supporting the other guy with bubble shields, and staying alive long enough to get rapid ubers. drool+honda/xan/sorceress/meower are pretty good. He probably has the best synergy with Marine and Dante as well. The main point is that he charges uber much faster than psycho.

I fixed that Samus charged beam bug in 1.051, but I'm not sure what you mean by the other ones.

Lemonade

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1055 on: October 03, 2011, 10:56:47 am »

Hm. I see.

About the other bugs :

-A firing vanilla Sentry gave us an error. I can't remember it exactly, sorry.
-Mojo Jojo's mecha turns uber-colored blue and moves in a laggy way even on a fluid game.
-An error popped out when a flame trap got activated. It pointed out something with activatorPlayer and ownerPlayer.
-When you stand on an elevator, you get moved up before the elevator starts rising, and there's an interval between both.
-When deploying an uber with Psychopath, the numbers flicker from, say, 22.50%; then 22%, then 21.50%, etc.
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Starky

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1056 on: October 03, 2011, 11:14:00 am »

I find myself enjoying drool warrior a bit more each time I play him. He's just so sayisfying.  :z6:
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Meower

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1057 on: October 03, 2011, 11:32:15 am »

I find myself enjoying drool warrior a bit more each time I play him. He's just so sayisfying.  :z6:
He gets you wet all the time.
nyehehe*snort*nyehe
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Z3r05t4r

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1058 on: October 03, 2011, 12:52:39 pm »

Rosie Stark and the space marine, which both are kinda Damage Dealers and Quick offensive classes are excellent to play in TDM.

Especially the Space Marine, as long as he has a supply of Medkits or a medic, he can be permanently stimpacked. Thus making him faster than a scout (or as fast?) and with extreme fire rate.
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RebelINS

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1059 on: October 03, 2011, 01:15:14 pm »

Thank you very much for the error report Lemonade. I'll try my best to find and squash those bugs. Some of the elevator sync related bugs might be due to lag; your character's position is updated before the elevator's.

The only real problem with Marine on TDM is that he can run out of ammunition fairly quickly. But yeah, he's very fast (1.4, same as runner), and has a very high DPS weapon while stimpacked (~80).

CrazNoDale

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1060 on: October 03, 2011, 02:32:39 pm »

What are the official maps of this mod?

I know one of them Ctf_Armsfactory


But are there others?
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RebelINS

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1061 on: October 03, 2011, 06:27:13 pm »

that is actually not an "official" map.

CrazNoDale

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1062 on: October 03, 2011, 06:35:37 pm »

that is actually not an "official" map.
Really I thought you made it for INS mod.
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RebelINS

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1063 on: October 03, 2011, 06:37:02 pm »

it's a themed map, but it doesn't really contain anything new or special. It works in vanilla as well.

The map was more of a test for trying out moveboxes.

Dronery

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Re: INS Mod Official Topic | Version 1.05 with Team Deathmatch mode!
« Reply #1064 on: October 03, 2011, 08:24:58 pm »

Sani man so op in generator.
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