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 Epic CC moments 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Epic CC moments
Well, I played cc for one and a half hours long, mostly just defending my base from baddies, when I took a look at the condition of my base and the amount of gibs.

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I had to take multiple screen shots from different places to get a nice picture.


Sat Jun 28, 2008 7:32 am
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Post Re: Epic CC moments
It's a Dread!!! Not. This fellow walked back and forth so many times, he dug a nice, deep hole into the ground.
:D Image


Sun Jun 29, 2008 6:09 am
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Joined: Thu Jan 18, 2007 5:16 am
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Location: Back at DRL for a while?
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Post Re: Epic CC moments
Gentlemen: I have discovered how to make clones moonwalk. Or at least how to hop on one foot backwards.
Image
Image
Not necessarily epic, or particularly useful, but I didn't really know where else to put my discovery. zalo gave me the idea after I started to complain about how "sticky" clones' feet were (ie: My DeathVac cannot pull clones off of terrain.)

If you want to try this, use this code as the material for the Foot atomgroup in base.rte/Actors.ini. Replace (tab) with a push of the tab key. I have provided two versions after initial experimentation, the first being the "constant on" and the second being the "triggerable."
Constant On version: "Moonwalking" occurs fairly dependably as long as you are on a flat surface.
Code:
AddMaterial = Material
(tab)Index = 159
(tab)InstanceName = FootMat
(tab)Bounce = 0
(tab)Friction = -0.5
(tab)StructuralIntegrity = 1
(tab)DensityKGPerVolumeL = 1.0
(tab)GibImpulseLimitPerVolumeL = 15
(tab)GibWoundLimitPerVolumeL = 0.1
(tab)Priority = 5
(tab)Color = Color
(tab)(tab)R = 15
(tab)(tab)G = 105
(tab)(tab)B = 145

"Triggerable" - Moonwalking occurs when your actor changes directions after moving at a certain speed (ie: Hold forward for 2 seconds, then hold backwards). It's not very dependable and often results in throwing the actor backwards a few feet rather than moonwalking. It also requires that the actor be on a flat surface.
Code:
AddMaterial = Material
(tab)Index = 159
(tab)InstanceName = FootMat
(tab)Bounce = 1
(tab)Friction = -1
(tab)StructuralIntegrity = 1
(tab)DensityKGPerVolumeL = 1.0
(tab)GibImpulseLimitPerVolumeL = 15
(tab)GibWoundLimitPerVolumeL = 0.1
(tab)Priority = 5
(tab)Color = Color
(tab)(tab)R = 15
(tab)(tab)G = 105
(tab)(tab)B = 145


Wed Jul 09, 2008 5:58 pm
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: Epic CC moments
Image

The essence of epic.


Wed Jul 09, 2008 11:59 pm
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Post Re: Epic CC moments
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I believe I have beaten your little game.


Mon Jul 14, 2008 5:58 pm
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Image


Tue Jul 15, 2008 10:36 am
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Post Re: Epic CC moments
The Mind wrote:
wutangfan1990 wrote:
The Mind wrote:
Eh...........What is it?

He's dropping dynamite, looke closely.

Oh, now it makes sense
Thanks


-edit-
Nah, you're right. The previous explanation here was for the more epic asplosions I made.
-edit-
Image
Image

Both were made with a DarkStorm droppod and a hell of a lot of bombs.
Image


Wed Jul 16, 2008 10:34 am
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Post Re: Epic CC moments
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It really has been awhile since I've played a full game.


Wed Jul 30, 2008 3:39 pm
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Post Re: Epic CC moments
Image

This picture proves that no matter how many times he dies, he still beats everyone in strength.

Phoenix > Everything


Thu Jul 31, 2008 1:16 am
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Joined: Mon Jan 21, 2008 8:25 pm
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Post Re: Epic CC moments
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i was bored


Tue Aug 05, 2008 12:35 am
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Joined: Sun Mar 18, 2007 12:39 am
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Post Re: Epic CC moments
What is more epic than:
A huge clone breaking his back with a bomb:
Image

Or enemy dropships constantly trying to find land to land on! (loops well):
Image


Thu Aug 07, 2008 3:21 pm
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: Epic CC moments
Image


Thu Aug 07, 2008 9:29 pm
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Post Re: Epic CC moments
The brain was not even able to get hit. It was GetsHitByMOs = 0. The bunker is the default Team 2 bunker from Grasslands, this was before we had bunker building.

I was testing some things. That same explosion caused a CC glitch that I only saw that one time, in B13. A clone or some other actor caught in the explosion was reduced to a bloody wounded mass. The arms and legs and head were also reduced in that fashion.

They remained attached to the body, although graphically they were separate. I watched a large bloody mass flailing around with smaller bloody masses orbiting it for several seconds before it came to rest against the terrain on the edge of the explosion.

The thing with the -17k health is what I am talking about. You can aslo see the entire bunker falling away semiintact, which I find funny, the rocket inside it too.

The smoke at the top of the screen is from a heavily wounded rocket that falls down after a few seconds and they flails around even more after a second bomb detonates and sends it past -20k health.

PS:
Image


Thu Aug 07, 2008 9:44 pm
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Post Re: Epic CC moments
It's Jesus.

Image
This was going faster. Or at least had sillier material settings.


Fri Aug 08, 2008 12:58 am
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Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
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Post Re: Epic CC moments
Here: http://www.datarealms.com/forum/viewtopic.php?f=61&t=10890. You're welcome.

Image
I placed a blast door, and it disappeared. Then I saw my gold and killcount. I don't know what happened.


Sat Aug 09, 2008 2:51 am
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