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 Sandbox: Firing Range V2.1 - Last updated 16.12.12 
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Data Realms Elite
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Post Re: Sandbox: Firing Range - Last updated 15/07
You were lucky I didn't empty my recycle bin today.


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Mon Jul 16, 2012 12:50 am
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Post Re: Sandbox: Firing Range - Last updated 15/07
@Asklar: Thanks! Updating the link now.

I'll probably start from scratch and make this again without Zombie Cave. It seems to create some glitches.


Mon Jul 16, 2012 9:48 am
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Post Re: Sandbox: Firing Range - Last updated 16/07
I did a quick video on your map showing off and explaining a few things with what you can do on it. Also thank you for making the map as i have been longing for a map like this for quite some time, mainly because it is really handy for doing mod spotlights on, such as showing of guns and how effective they are etc.

Heres the video for if you wish to watch it.


Will also be looking forward to any future updates on the map as well. :)


Tue Jul 24, 2012 11:55 am
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Post Re: Sandbox: Firing Range - Last updated 16/07
Nice video, Chaos. Keep up the good work and you will get pretty much viewers!
Anyway, I really think it would be good if on the next update you could make a hangar on top of our firing/cloning range, so then we can test our suicidal-crafts.


Tue Jul 24, 2012 1:56 pm
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Post Re: Sandbox: Firing Range - Last updated 16/07
Thanks! I'll check out the video when I have the chance, I really appreciate it!

@Joseh123: I'll probably remake this map from scratch, I'll see what I can do about that. Might have to make it without enemies until I learn some better Lua though ;)


Tue Jul 24, 2012 5:20 pm
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
Bump: Entire scene remade from scratch, mostly because it was glitchy and Chaos is starting a video series with it :P


Tue Jul 24, 2012 10:35 pm
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
Luringen wrote:
Bump: Entire scene remade from scratch, mostly because it was glitchy and Chaos is starting a video series with it :P


Don't worry, I've only done one mod spotlight on the zombie cave firing range version. So hopefully that wont bother you too much, besides, I recorded the mod spotlight on the version just after the version that had bugged grass.

Anyway, will download the new scene when I get the chance. :)


Tue Jul 24, 2012 10:49 pm
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
Quote:
Joseh123: Great suggestions

Quote:
Anyway, I really think it would be good if on the next update you could make a hangar on top of our firing/cloning range, so then we can test our suicidal-crafts.

Wow, no need to give me credits! I just said a little thing, and also, that is for everyone: in anything I do, there is no need to give me credit. ABSOLUTELY NO NEED I don't like to make people waste their times. This isn't useful for me or for you, it won't make me super famous or something like that. Don't even ask me if you can or not use something I did. There is NO NEED.
Anyway, I love how we can turn on/off the spawner, so then when you drop a weapon the targets won't pick them up. Actually, I have a sugg-- better not say anything :D


Tue Jul 24, 2012 11:32 pm
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
The update causes my game to crash due to "base.rte/scenes/objects/fossils/fossil000"


Wed Jul 25, 2012 2:06 am
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
ryanbob1 wrote:
The update causes my game to crash due to "base.rte/scenes/objects/fossils/fossil000"


Wed Jul 25, 2012 2:17 am
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
That's weird, it runs fine for me. Might be a conflict with another mod? Anyways, try this version with fossils disabled.


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Wed Jul 25, 2012 7:32 am
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
Very useful, thanks! I wonder if it is possible to create a "switch" for disabling/enabling sentry mode for the AI so that they would just stand still or creating a new building with sentry-mode-only bots?


Wed Jul 25, 2012 5:51 pm
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Post Re: Sandbox: Firing Range - Last updated 15/07
Luringen wrote:
I'll probably start from scratch and make this again without Zombie Cave. It seems to create some glitches.


:( I liked the zombie cave one...

Anyway, the new one needs a much bigger room to test in. On the last one I used to see how many clones I could kill by crushing them with my body. Now I cant, due to lack of sufficient space. This is also a problem when testing with heavier weapons such as that unitec nuke launcher. I also don't like how the people only spawn when there's someone In the radius of the spawner thingy. Not sure if it's just me, but the clones seem to spawn slower than before.

Sorry if I sound too harsh.


Thu Jul 26, 2012 10:20 am
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
Timppa wrote:
Very useful, thanks! I wonder if it is possible to create a "switch" for disabling/enabling sentry mode for the AI so that they would just stand still or creating a new building with sentry-mode-only bots?

Yeah, so then we could test bigger explosive weapons/grenades.


Thu Jul 26, 2012 2:13 pm
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Post Re: Sandbox: Firing Range V2 - Last updated 24/07
@Timppa: Nice idea, added. My solution is far from perfect, but it works.
@Sir: Agreed, the bunker was too small and the spawn delay not always favorable.

I'm putting this new version here, if anything doesn't work or needs tweaking (like spawntimes), give me a word. I'll put this in the main post once I'm sure it works.

Main changes:
-Bigger map
-A trigger for setting clones in sentry mode with a weak blunderpop (as they would run towards you if they were unarmed, they can't hurt doors and the gun is extremely weak). Might give them a custom, unbuyable 0-damage pistol later.
-A trigger for decreasing spawn delay from 5 seconds to 2,5


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Thu Jul 26, 2012 6:07 pm
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