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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 361010 times)

Derpduck

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2805 on: April 21, 2012, 12:22:45 pm »

Ok, I'm just going to leave my server up. If it freezes please tell me.
Could you make Shepard's concussion blast easier to use by assigning it to space bar.
« Last Edit: April 21, 2012, 12:55:39 pm by Derp(duck) [LORD] [RA] »
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RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2806 on: April 21, 2012, 03:09:49 pm »

Ok, I'm just going to leave my server up. If it freezes please tell me.
Could you make Shepard's concussion blast easier to use by assigning it to space bar.
yeah i can do that. I might make the actual projectile bigger too.

I made Rosie's grenade an actual charge and hold mechanic like in Worms. You get a charge display to show how long you're holding it for. Also, I changed down+grenade to be a roll instead of a throw, so it can move across the ground instead of bouncing.

RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2807 on: April 21, 2012, 03:30:51 pm »

uploading 1.21 right now. doesn't have any vault boy or doom additions yet. most of the unstableness should be fixed (i hope lol).

Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2808 on: April 21, 2012, 03:31:55 pm »

Hm, should I keep working off of 1.2 or switch to 1.21?

RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2809 on: April 21, 2012, 03:39:24 pm »


1.21 gmk: http://www.mediafire.com/?ogc90g7c44m64cq
1.21 .rar: http://www.mediafire.com/?7792hyar7bc5xm5

keep working on 1.2 because I'll just manual port it over; no point in making you waste time for no reason. Please note where ever you make any changes (all projectiles added, and weapon code changes, any script changes).

Vein

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2810 on: April 21, 2012, 06:43:04 pm »

___________________________________________
ERROR in
action number 1
of  Step Event
for object AcidleadHelicopter:

Error in code at line 3:
       image_xscale=owner.image_xscale;
                          ^
at position 25: Unknown variable image_xscale

No idea what caused it, was playing on a Arena map though.  Happened as setup was done and match started.
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Vein

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2811 on: April 21, 2012, 06:56:58 pm »

Looking forward to the Vaultboy perks and energy weapons.

Especially looking forward to seeing how you are going to do the Mysterious Stranger perk.  Not that you are but it would be pretty interesting to have.

Maybe something like if the last damage from Vaultboy received is equal to or less than 25 health, Mysterious Stranger appears behind/around enemy target and does 28 damage shot.  Chances of him appearing is 1 in 5.
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SirPainsalot

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2812 on: April 21, 2012, 07:07:29 pm »

Anyone wanna play at Vein's server?
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Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2813 on: April 21, 2012, 07:11:04 pm »

Anyone wanna play at Vein's server?

I would, but I'm going to bed. :z7:

SirPainsalot

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2814 on: April 21, 2012, 07:23:11 pm »

Anyone wanna explain object invisibility for Chryssalid? I think it's my favorite character now, btw.
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Humble Master

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2815 on: April 21, 2012, 07:50:14 pm »

Ideas for Vaultboy perks (I never played fallout so these are purely made up)

7+ Intelligence and 7+ Strength – Laser Sword as melee
7+ Perception and 7+ Luck – Ranged weapons have a chance to deal double damage (crit)
7+ Intelligence and 5+ Endurance – Meditate with Space to heal
7+ Charisma and 7+ Strength – Excalibur as melee
5+ Agility 5+ Perception and 7+ Intelligence – Personal cloaking.
Intelligence + Perception > 7 and 8+ Strength – Berserker rush with space, essentially Techno’s m2 attack but with the Mega Maul (or whatever it is called)
6 + Perception and your ranged weapon is the Pistol – You have passive invisibility and the Pistol makes no sound when fired.
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Dusty

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2816 on: April 21, 2012, 07:52:36 pm »

Anyone wanna explain object invisibility for Chryssalid? I think it's my favorite character now, btw.
if you don't have line of sight to the chryssalid, you can't see it.

Vein

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2817 on: April 21, 2012, 08:33:29 pm »

Pretty much, that and he instant cloaks when not moving.

He can still jump and not decloak as long as he doesn't move left or right.
« Last Edit: April 21, 2012, 08:34:15 pm by Vein »
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SirPainsalot

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2818 on: April 21, 2012, 11:15:05 pm »

Can't enter Rebel's server.  :z4:
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MAY HEGEHOG

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2819 on: April 22, 2012, 12:15:01 am »

samurais blocking ash's chainsaw and croutons give error

Code: [Select]
ERROR in
action number 1
of Other Event: User Defined 5
for object Crouton:

Error in code at line 9:
   
            if(characterHit.team != team || characterHit.id == ownerPlayer.object  && characterHit.ubered == 0 ) {
                                                                                                      ^
at position 101: Unknown variable ubered


ERROR in
action number 1
of Collision Event with object MeleeHitbox
for object SamuraiBlock:

Error in code at line 6:
   
    if other.justDefense
                ^
at position 15: Unknown variable justDefense
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