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 Crobotech Beta 3.2 
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Crobotech Beta 3.2
Seriously, I'd say "Its probably because I'm not explaining it clearly" but I am explaining it clearly and you're just being dense. Go try it out yourself, the difference is pretty clear, and the usefullness is far greater than just a "Collides" bool.


Wed Mar 10, 2010 9:21 am
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Post Re: Crobotech Beta 3.2
Is it bad that I can understand everything he just explained in his last three posts? :???:


Wed Mar 10, 2010 10:48 am
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Data Realms Elite
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Post Re: Crobotech Beta 3.2
No, I'm just pretty dumb. Probably that's why I can't understand it.


Wed Mar 10, 2010 1:14 pm
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Post Re: Crobotech Beta 3.2
I LOVE THIS :grin: its amazing because i love the charicters, i always have a hard time chosing a unit, now i dont have to worry, with the weapens there simple, (most of the time :???: ) fun and deadly. i love how they change there apperance too. the gibs are so nice looking i could of never done those. but one thing, when i hade a grenade selected first and then some guns on skirmish mode when he came he had no weapens at all :-( overall, id give it a 5 out of 5!!!!


Wed Mar 10, 2010 10:28 pm
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Post Re: Crobotech Beta 3.2
From my (limited) modding experience,

1) When HitsMOs is turned off, actors can go right through each other and traverse doors (yes, Crobos nullify doors)

2) When GetsHitByMOs is turned off, bullets and the like go right through you.

I could be completely wrong, but my numerous clone experiments have led me to this conclusion. Also because there are MOPixels and MOSRotatings, both of which have the prefix MO-, so it seems logical to have a property that defines if the actor gets hit by bullets, and one that defines if the actor gets hit by gibs and other actors.


Thu Mar 11, 2010 2:37 am
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Post Re: Crobotech Beta 3.2
Eh, it probably has something to do with the speed something is going at.


Thu Mar 11, 2010 2:38 am
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Post Re: Crobotech Beta 3.2
It should only nullify doors if they aren't HitsMOs. Also, that would only be after a cirtain amount of time, since doors make terrain behind themselves whenever they move.


Thu Mar 11, 2010 5:12 am
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Post Re: Crobotech Beta 3.2
Geti wrote:
doors make terrain behind themselves whenever they move.


What do you mean?

Geti wrote:
It should only nullify doors if they aren't HitsMOs


Okay, but plenty a time I've been able to simply walk right through a door on the tutorial mission with a Crobo.


Thu Mar 11, 2010 1:42 pm
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Post Re: Crobotech Beta 3.2
Joe wrote:
Geti wrote:
It should only nullify doors if they aren't HitsMOs


Okay, but plenty a time I've been able to simply walk right through a door on the tutorial mission with a Crobo.


This is more than likely due to CC's poor collisions between actors. With enough work you can get most actors to go through a door.


Thu Mar 11, 2010 1:57 pm
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Post Re: Crobotech Beta 3.2
Joe wrote:
What do you mean?
Just that, look at it in material mode and you'll see terrain there.


Thu Mar 11, 2010 8:26 pm
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Post Re: Crobotech Beta 3.2
(sorry if its been mentioned)

but anyone have an over sensitive aim control on the crab tank?


Fri Mar 12, 2010 12:56 am
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Post Re: Crobotech Beta 3.2
yjui1 wrote:
(sorry if its been mentioned)

but anyone have an over sensitive aim control on the crab tank?

Yep.
We all have.


Fri Mar 12, 2010 6:36 am
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Post Re: Crobotech Beta 3.2
Again, there isn't much I can do about it. Mouse control is twitchy, and that is that. The only way to fix it is to turn down your mouse sensitivity.


Fri Mar 12, 2010 6:48 am
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Post Re: Crobotech Beta 3.2
Its easy to handle the tank with the mouse. Just move your mouse UP and DOWN and that will change its range.


Fri Mar 12, 2010 12:01 pm
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Post Re: Crobotech Beta 3.2
LeonXross wrote:
Its easy to handle the tank with the mouse. Just move your mouse UP and DOWN and that will change its range.


This is not the problem.

The problem is the sensitivity of aiming. Moving your mouse up or down even slightly causes a very quick jump in the target reticule. I'm positive they know HOW to use it.


Sat Mar 13, 2010 12:16 am
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