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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360915 times)

RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2985 on: May 15, 2012, 03:57:44 pm »

dr. doom's buffed photon arrays make him a tough out with any melee class. btw, press Space to use foot dive. it's a good way to set up aerial photon arrays from above.

Vein

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2986 on: May 15, 2012, 05:51:59 pm »

Hosting.

Don't crash my shit.
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Killah Zillah

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2987 on: May 15, 2012, 06:23:02 pm »

Somone crashed your shit. :z7:

Error report incoming! This happens every time Belmont throws his cross, once when it's thrown out, and again when it comes back into his hand.


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

Error in code at line 1:
       if(other.id != ownerPlayer.object and other.team != team  && other.hp > 0 && other.ubered == 0 && other.spinning==0) {
                                                                                                              ^
at position 109: Unknown variable spinning
« Last Edit: May 15, 2012, 06:31:18 pm by [PHS] Killah Zillah »
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Vein

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2988 on: May 15, 2012, 07:18:41 pm »

Oh well. Don't do it again.

Server back and maybe for the rest of the night.
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Intel Guard

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2989 on: May 15, 2012, 07:19:26 pm »

Sorry Vein :hehe:
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Killah Zillah

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2990 on: May 15, 2012, 10:40:21 pm »

Wow.

WOW.

I never thought I'd say this, but the Samurai.. are VERY FUN now.

I was sick and tired of never being able to play them due to my controller limitations, so I made a whole new controller layout for my Xpadder program set JUST for the Samurai. I switched the WASD to the D-pad, I switched the mouse buttons to the triggers, I switched the jump button (a second W button because it was extremely finicky to get GG2 to recognize it when I was pressing multiple directional buttons which are needed for the dash), and I placed the dash under my right thumbstick aim. With all that done, I found them to be extremely agile, extremely powerful, and extremely FUN. I actually managed to kick moderate amounts of ass with him, and ACTUALLY managed to hold my own against Vein's Vault Boy for a time (until he got a gauss gun and sledge at least)! I still think that the mouse should determine where the character dashes to, like Honda's headbutt.

However.

Even with the controls now fixed for me, Jack's parry was still too hard to do. It depends too much on your connection speed, since it's based on blocking a shot RIGHT before it hits you. I managed to get it done twice and that was it, due to me having a very slow internet connection, grade F when I checked it on that connection speed ranker site thing.

But that's a different story for Afro!

I swear, his dashcut is so damn FUN! I was able to slash Vein RIGHT out of the air with one of the most badass motherfucking moves I've EVER done in GG2. I diagonal-dashed up into the air after a double jumping Vein Vault Boy, and in MID-AIR, did a dashcut on him that sent him and copious amounts of blood flying in all directions. That was so... so....
awesome.
« Last Edit: May 15, 2012, 10:46:28 pm by [PHS] Killah Zillah »
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Footpöp

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2991 on: May 15, 2012, 10:43:26 pm »

afro samurai's m1+m2 is messed up
when I activate it with enough meter, nothing happens
trying to do a normal slash attack afterwards makes just the body animation play like as holding m1+m2 down without sufficient meter, no attack is done

once you walk over an enemy in this state, the special attack finally plays out and you can attack again
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Team /ABC/

Footpöp

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2992 on: May 15, 2012, 10:44:37 pm »

that's odd
maybe its lag based but it seems to work for me now after not working for a couple of lives
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Team /ABC/

Killah Zillah

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2993 on: May 15, 2012, 11:42:14 pm »

Rebel, whenever you get over 6 players, your server becomes unplayably laggy for me.. I had 210 ping and was getting hit with invisible EVERYTHING. I did at least manage to get Jack's teleport working well for me, but again, the parry just relies too much on your connection. Still, I did get some sweet kills as Afro. MAN he's fun! No doubt my new favorite Red exclusive character, that dashcut is a life saver.

RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2994 on: May 16, 2012, 01:01:50 am »

im pretty godlike with the samurais. but then again it's cuz i have super secret tricks and good keyboard execution that allows for rapid down slashes.

jack's parry has 6 active frames (and 1 frame of startup), so you don't actually have to time it exactly; you can throw it out before a shot comes close to hitting you.. It's probably too lenient tbh.

about the dash execution. I don't want to make it based on the aim direction because then it involves swinging the mouse around yourself too much. even though they can't aim their slashes, it's still important to be facing the right way to hit your stuff. I'm certain that if i changed the dash mechanic to be based on aim direction rather than key inputs, it would be even harder to do effectively while still trying to hit people.

as for pertinent balance changes: i'm going to increase vault boy's stimpack reload a lot more. it's too good for team deathmatch, especially if he has decent agility to run away. I also have a few ideas on how to fix up z4 rebel's grapple hook.
« Last Edit: May 16, 2012, 01:02:15 am by RebelINS »
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Intel Guard

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2995 on: May 16, 2012, 05:15:14 pm »

i'm pretty godlike with dhalsim probably my sick gdlk keyboard execution and all them quick yoga drill kicks namsayin
« Last Edit: May 16, 2012, 05:15:38 pm by Intel Guard »
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RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2996 on: May 16, 2012, 06:07:44 pm »

Madness9001

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2997 on: May 16, 2012, 06:28:46 pm »

Hey RebelINS
Make Yuna Summon Menu
I like summoning shit to do the job for me.

And red mage.Has no weapons.
And hell,give everybody ammo counters

ERROR in
action number 1
of Collision Event with object HealingCabinet
for object Character:

In script MedCabRefill:
Error in code at line 137:
       if currentWeapon.bulletcount < 6 playsound(x,y,PickupSnd);
                        ^
at position 23: Unknown variable bulletcount

God Rebel.Why new classes allways so incomplete.
« Last Edit: May 16, 2012, 06:55:27 pm by Madness9001 »
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AcidLead

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2998 on: May 16, 2012, 10:07:53 pm »

hmm, when Kid is hitting perfect shot, I'm pretty sure he should entirely glow, as is it's barely noticable
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fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

Dusty

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #2999 on: May 17, 2012, 12:13:34 am »

Madness, here's an idea: you go code a mod that adds like 20 new characters, new mechanics, and a new game mode and make it 100% complete and bug free the first time you post it.
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