Hueg Pack o' Mods *Final update!??!*
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Go to X:/.../HuegPackOMods.rte/Robot/, open up "Robot.ini" with Notepad or something similar, search for "Shook stuff", and then add "AddToGroup = Actors", so it looks like this: Code: AddActor = AHuman PresetName = Reflective Robot MK-II AddToGroup = Actors AddToGroup = Shook stuff Description = What this guy lacks in stature, he makes up for in toughness and meanness. Anything dangerous travelling towards him generally gets returned to sender. He also has a new and sneaky pulse system, which allows him to send out pulses of energy. For information on how to do this, refer to the text file "Reflective Robot pulse system.txt" that is inside the mod. Mass = 50 And you should be good to go.
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Mon Mar 01, 2010 6:12 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Iunno. Currently there are 12 separate items in the new pack, though it may reach 20 before i release it. No guarantee though. In this pack? A fair guess would be in excess of 100. Can't be assed to count precisely due to the big number.
Also, due to unforeseen circumstances with one of my beta testers (IE Ragdollmaster has pressing real life issues that prevent him from beta testing until further notice), i'm going to need an extra beta tester. HOWEVER, before you zerg rush me with "ME PLZ OMGOMGOMG", you should be aware of a few things. - You should not volunteer just to get the new version earlier. The main point of beta testing is to improve and fix things in the pack. - You are not allowed to leak the beta to the public. This may be odd, but i don't want an unfinished update circulating around and stuff. - A big plus would be if you were online frequently, so i won't have to wait as long for feedback. - As a beta tester, you are expected to write at least some feedback where applicable. But if you don't have any, you don't need to. - I have the final say in who gets to test. Also, it's only one person, period.
Now, don't be scared by all this, i am a pretty easygoing guy. I'll consider all of you, but i'll only choose one of you.
:U
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Tue Mar 02, 2010 11:11 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
I shall apply as a volunteer.
If i shall be chosen as teh new betatester, i shall test it with my friend who doesn't start CC without Huge Pack O'Mods.
And i'm online pretty often. Weekends all day.
Last edited by Natti on Wed Mar 03, 2010 1:52 pm, edited 1 time in total.
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Tue Mar 02, 2010 11:24 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
I'm on all the time, I'd beta test.
On a completely unrelated note, contacts suck.
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Tue Mar 02, 2010 11:58 pm |
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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Sure why not Not like I have anything better to do
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Wed Mar 03, 2010 1:18 am |
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Selkit
Joined: Thu May 07, 2009 2:49 pm Posts: 19 Location: Hunched over ZBrush
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
I already do horrid things with the Hueg pack. Might as well volunteer myself. Also: Worth noting that for maximum chuckles, load a MDC warhead full of Shook's cluster bombs. Fly it as fast as you can across the top of the map. Now self destruct immediately before impact with a dropship. The resultant spray of mini-clusterbomblets as the clusters pop on the (probably soon to be dead) dropship will be epic, often looping several times across a wrapped scene, raining death on everything below for several long blamspam filled seconds.
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Wed Mar 03, 2010 5:22 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
I guess I'm on pretty often and good at breaking things in order to find the conditions in which they do.
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Wed Mar 03, 2010 7:26 am |
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Selkit
Joined: Thu May 07, 2009 2:49 pm Posts: 19 Location: Hunched over ZBrush
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
I did something similar in the editor scene with a reflective robo on his lonesome, Sakis. Shot myself in the back with the Serious Cannon. The resultant kinetic oscillation carried on for about a dozen cycles until the robo slammed into a descending rocket, thus beginning a new cycle of oscillation. Only this time with rocket debris. Fun times. I've never tried the Punisher fist/Reflective robo combination, however.
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Thu Mar 04, 2010 3:28 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Well let's see now... Ugh, decisions. Anyways, Natti, you're up. Apologies to you others, but mind you, you're all getting the best version; the finished one. Plus, you don't even have to do anything for it. 
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Thu Mar 04, 2010 7:20 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Please, PLEASE don't over inflate your next mod pack Shook. 20 items is a lot, but it is acceptable
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Thu Mar 04, 2010 7:34 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Given my current rate of work, it is unlikely to happen within the first few years. I'd rather have a few large packs than a ♥♥♥♥ of small ones, though. This one IS overly big, however, which is why i'm making a new pack.
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Thu Mar 04, 2010 8:05 pm |
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Peikko
Joined: Mon Mar 15, 2010 9:50 pm Posts: 1
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Hi guys
I have a problem,this mod doesn't work. It crashes and says this : Could not match property in HuegPackOMods.rte/Drones/BaseDrone.ini at line 267!
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Mon Mar 15, 2010 9:56 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
How do I turn the drones around? Constant right facing is a bit of a problem when I'm trying to do Dummy Assault with just drones.
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Thu Mar 18, 2010 2:51 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
You can't.
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Thu Mar 18, 2010 10:42 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Liar!!! I tested the new stuff, I forgive your alergic attacks to tactical things, you've done an excellent&funny, I've got no dislikes currently =)
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Thu Mar 18, 2010 1:55 pm |
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