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 Mad Scientists in Space 
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Data Realms Elite
Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: Mad Scientists in Space
zalo wrote:
Image

How's this for oozing raw power?

I think I just got a fire stiffy, do tell how, or release said device of flame treading.


Thu Apr 09, 2009 3:25 am
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Joined: Thu Feb 05, 2009 6:39 pm
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Post Re: Mad Scientists in Space
Attach a fire emitter to his feet. Easy. For extra fun make it emit sharp particles and watch his feet dissolve as soon as he appears.
EDIT: How did you do the mage thing? I wanna apply it to Data.


Thu Apr 09, 2009 4:51 pm
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Mad Scientists in Space
I severely doubt you would be talking about the feet dissappearing thing if you'd even looked at the numbers that were used for the mage. I'm pretty sure he's woundless and his gibimpulse is near the maximum number that CC can handle. A little fire won't hurt him...


Fri Apr 10, 2009 4:21 am
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Post Re: Mad Scientists in Space
So? remove his woundlessness. No one told me he was a god...


Fri Apr 10, 2009 3:49 pm
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Post Re: Mad Scientists in Space
Bladecat4 wrote:
Attach a fire emitter to his feet. Easy. For extra fun make it emit sharp particles and watch his feet dissolve as soon as he appears.
EDIT: How did you do the mage thing? I wanna apply it to Data.
Bladecat4 wrote:
So? remove his woundlessness. No one told me he was a god...
Your second post makes no sense whatsoever. You suggested a possible problem with a damaging trail of fire and when that problem was shown to be moot you suggested that he implement a feature that would cause the problem...


Fri Apr 10, 2009 4:03 pm
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Joined: Sun May 17, 2009 9:07 pm
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Post Re: Mad Scientists in Space
ok well the mods ive downloaded from zalo dont really work , when i start it and its loading it goes to rte abortion so i just get rid of them because i dont know what to do and i really want this mod
and when it loads the abortion rte message has something to do with master hand and rockets
could someone please help me


Sun May 17, 2009 10:28 pm
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Post Re: Mad Scientists in Space
and other mods dont work either


Sun May 17, 2009 10:35 pm
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Joined: Sun Nov 30, 2008 4:56 pm
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Post Re: Mad Scientists in Space
Must be the new Build thing... what does the message say?


Sun May 17, 2009 10:36 pm
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Joined: Sun May 17, 2009 9:07 pm
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Post Re: Mad Scientists in Space
Abortion in file.\System\Reader.cpp,line 531, because:

Referring to an instance ('Particle Rocket Launcher') to copy from that hasn't
been defined! in MSS.rte/MasterHand.ini at line 507!

The last frame has been dumpted to 'abortscreen.bmp'

The exception Breakpoint
A breakpoint has been reached.
(0x80000003) occurred in the application at location 0x005c6bca.

Click on OK to terminate the program

it really gets annoying


Sun May 17, 2009 11:05 pm
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Post Re: Mad Scientists in Space
I think it has to be something with the new build...
Just comment out MasterHand in the index and you're fine.


Sun May 17, 2009 11:17 pm
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Joined: Sun May 17, 2009 9:07 pm
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Post Re: Mad Scientists in Space
what do you mean comment out


Sun May 17, 2009 11:19 pm
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Joined: Sun May 17, 2009 9:07 pm
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Post Re: Mad Scientists in Space
its telling me to go to line 507 and its something like CrashSound = Sound

do i need to change it or something?


Sun May 17, 2009 11:29 pm
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Post Re: Mad Scientists in Space
oh no wait its line 531 and its a never ending
CopyOf = Particle Rocket Launcher
AddInventoryDevice = AEmitter


Sun May 17, 2009 11:31 pm
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Post Re: Mad Scientists in Space
No, go to the mod's Index.ini and put // at the beginning of the line which has Masterhand in it.

No Masterhand, but you still get the Mage, so who cares?


Sun May 17, 2009 11:32 pm
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Post Re: Mad Scientists in Space
i dont understand how its working for everyone else but not me and i really want this mod too


Sun May 17, 2009 11:32 pm
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