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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360918 times)

Vein

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2970 on: May 14, 2012, 10:28:47 pm »

Code: [Select]
___________________________________________
ERROR in
action number 1
of Collision Event with object HealingCabinet
for object Character:

In script MedCabRefill:
Error in code at line 175:
       if currentWeapon.ammoCount < currentWeapon.ammoMax playsound(x,y,PickupSnd);
                                                  ^
at position 49: Unknown variable ammoMax

Reisin isn't safe to use right now.
« Last Edit: May 14, 2012, 10:29:52 pm by Vein »
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RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2971 on: May 14, 2012, 10:32:06 pm »

okay let me just reupload a hotfix for that

edit: if you don't d/l the hotfix, everything will still be compatible, but you'll still get that one error.

1.22 here:
http://www.mediafire.com/?9lqbgt331abpeal
« Last Edit: May 15, 2012, 01:04:29 am by RebelINS »
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Footpöp

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2972 on: May 14, 2012, 10:55:14 pm »

11/10 update I creamed myself
I would like it if their was a description of each perk built into the pip thing, would make things easier for the end user
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Team /ABC/

Footpöp

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2973 on: May 14, 2012, 11:08:04 pm »

Code: [Select]
___________________________________________
ERROR in
action number 1
of Collision Event with object RichterRed
for object RichterAxe:

Error in code at line 1:
       if(other.id != ownerPlayer.object and other.team != team  && other.hp > 0 && other.ubered == 0 && hitWall==false && other.spinning==0) {
                                                                                                                                ^
at position 127: Unknown variable spinning
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Vein

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2974 on: May 14, 2012, 11:09:12 pm »

Well I'm done for the night.  I'll host some more tomorrow.
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RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2975 on: May 15, 2012, 12:06:39 am »

holy crap im an idiot lol

i switched the character 'spinning' variable to 'dodge' because it makes more sense, but evidently i missed a few projectiles on the switch-over. i'll reupload yet another version after i double check all the projectiles again.

1.22 fix
http://www.mediafire.com/?9lqbgt331abpeal
« Last Edit: May 15, 2012, 01:04:08 am by RebelINS »
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Yuko

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2976 on: May 15, 2012, 04:31:04 am »

I'm sick today so I'll host all day I guess

Actually no. I'm gonna quickly make up a fun map where you have to play as doom and navigate hazards and stuff because I've been wanting to do so for a while. We'll play that tonight.

never mind got bored
« Last Edit: May 15, 2012, 06:49:04 pm by Yuko »
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Killah Zillah

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2977 on: May 15, 2012, 09:42:36 am »

Yay!! KZ's got her taunt, crouch code and icon! But crouching with the MP5 drawn screws up her arms when she stands back up for some reason. It doesn't do that with the Sig though.. I have no idea why it does that. It fixes itself if you switch to the pistol and crouching again. Apart from that glitch, crouching now works without getting her stuck in the wallmask, and her arms look correct when she's down! 85% correct is better than 50%, so I'm not complaining. Neu did his best. If anyone has any idea how to fix that glitch, I'm open to suggestions, but if it cannot be fixed, I'll deal with it.

She still needs her class description updated, but I did that myself just now.


Code: [Select]
        text[0]="Killah Zillah";
        text[1]="HP: 140  Speed: 1.0";
        text[2]="M1: Fire Weapon";
        text[3]="M2: Heal Yourself";
        text[4]="1 & 2 to switch weapons";
        text[5]="Q to heal teammates"
        text[6]="S to crouch";
        text[7]="";
        text[8]="'I'll help in any way I'";
        text[9]="can!'";
        text[10]="";

I like the new jumping sound effects for the Samurai, and Doom's spear kick is a lot of fun! I also managed to get the hang of the Samurai drop slashes, I think I'll have a lot more fun with them in the future. Vault Boy can still easily be the most OP thing in all the land with the right perks and skills, but I'm really tempted to finally start playing him just to test out the new weapons. Those laser weapons especially! :z6: How does the game choose if it's a laser weapon BTW? Or did you replace the Guns with Energy Weapons entirely?

RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2978 on: May 15, 2012, 11:23:23 am »

1-2 intelligence + >7 perception = laser pistol
3-4 intelligence + >7 perception = laser rifle
1-4 strength + >7 perception = power fist
5-6 strength + >7 endurance = shishkebab
7-8 strength + >6 endurance = shishkebab
5-6 strength + 1-2 charisma = deathclaw gauntlet
7-8 strength + <3 charisma = deathclaw gauntlet
9-10 strength + <5 charisma = deathcla gauntlet

RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2979 on: May 15, 2012, 02:48:57 pm »

now hosting.

Madness9001

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2980 on: May 15, 2012, 03:16:18 pm »

RebelINS
I
Hnnnng.
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I_am_awesome

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2981 on: May 15, 2012, 03:17:19 pm »

is the deathcla gauntlet better than the deathclaw gauntlets?
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RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2982 on: May 15, 2012, 03:18:15 pm »

deathcla is the most powerful type of mutant

RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2983 on: May 15, 2012, 03:52:51 pm »

okay i'm not hosting anymore because the d3 servers are back up.

Madness9001

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2984 on: May 15, 2012, 03:54:40 pm »

Sniper rifle op nerf plz
Okay that was amazing,expect it was a Curb Stomp battle right here(Untill i started using...The guy with beams to counter act you meelee.I really wondered why i didn't think about using that guy abefore,it seems like the perfect guy to deal with any meelee)
But i table flipped when you got Commander Shepard rifle
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