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 -RGA Faction- UPDATE 05/22/09-Build 23 Revision V4.0- 
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Joined: Wed Aug 29, 2007 4:09 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
The guns are ugly. I want to work on them for the next release. What do u mean add on a new bullet? Do you mean tracers?


Sat Nov 22, 2008 11:45 pm
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
No, you can add more bullets to each shot, like shotguns.


With each shot it'll seem like one bullet but it's actually two.


Sun Nov 23, 2008 12:04 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
WHADDAFACK?

THERE ARE 20 FILES FOR ME TO DL!


Sun Nov 23, 2008 12:30 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
if you actually clicked on them (or read the extensions) you'd notice that they're images.

The dl is at the bottom.


Sun Nov 23, 2008 12:35 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
@NeoSeeker: if i did that, the guns would always have spot on accuracy. No challenge in aiming there eh?
@Woose: Please, pay a little attention to the extensions and the comments.


Sun Nov 23, 2008 12:38 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
fyher wrote:
@NeoSeeker: if i did that, the guns would always have spot on accuracy. No challenge in aiming there eh?
@Woose: Please, pay a little attention to the extensions and the comments.



oh, no no, it's the bullet spread you change, you leave shake range alone, that wouldn't do anything to accuracy, it would still be imperfectly accurate. Darlos does it with a few of his weapons i believe, i think the revolver uses two bullets for its shot.


Sun Nov 23, 2008 12:58 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
NeoSeeker wrote:
fyher wrote:
@NeoSeeker: if i did that, the guns would always have spot on accuracy. No challenge in aiming there eh?
@Woose: Please, pay a little attention to the extensions and the comments.



oh, no no, it's the bullet spread you change, you leave shake range alone, that wouldn't do anything to accuracy, it would still be imperfectly accurate. Darlos does it with a few of his weapons i believe, i think the revolver uses two bullets for its shot.

No it doesn't. That wouldn't make sense.

But yeah, set Particle Spread to 0. That will make sure that the multiple bullets stay together. Then just feed all the inaccuracy you want into ShakeRange and SharpShakeRange. The bullets will still spray, but they'll stay together.

As for challenge in aiming... sniper rifles, in real life, are actually really freaking accurate, as far as just having no spray goes. The challenge comes more for adjusting for gravity and wind, which is a real concern for bullets over very long ranges. In CC there isn't wind, but there is gravity, and it does have a noticeable effect on bullets at extended ranges. So you can't just point the reticle directly at an enemy and hope to hit them. You have to aim a bit higher, and not only that, the amount you have to aim higher changes depending on the range, as well as the bullet velocity and air resistance. (assuming you use AirResistance at all)

My point being, of course, that even with ParticleSpread, ShakeRange, and SharpShakeRange all set to zero, it's still not 100% easy to snipe over a long range. Thats how I have my D7 and D31 set up, so maybe you can try them out to see what I mean.


Sun Nov 23, 2008 1:36 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
That's what i was trying to say, i forgot the specific variable name


But with that trick you can simulate massive bullets without shitloads of terrain rape.


Sun Nov 23, 2008 3:00 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
I liked 2nd (now we have 3rd) helmet style more ...


Sun Nov 23, 2008 2:46 pm
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision- *FIX'D DL*
great mod! cool faction also. the actors need better sprites but otherwise great mod. and i like the weapons alot. the guided missle is very fun to play with but the other ships are no different then the coalition ships.


Sun Nov 23, 2008 8:59 pm
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision V2-
this is indeed an enjoyable mod however it doesnt seem that polished. a few ways to make it polished(and generally looking better) would be to

-make them tougher (they die really fast in game even the heavy)

-work on the guns(in everyway muzzleflashes, sprites[cannon and sword] offsets, damage and so on)

-get rid of blue blood (or just make it so that there is very little)

-rockets seem unnecesary(make them incredibly different instead of just armor)



had enough brackets(i dont think so!)


Sat Nov 29, 2008 1:04 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision V2-
YOU BASTARD, YOU BEAT ME TO MAKING CRUISE MISSILES.

Yes, that was so significant that I had to type it all in capitals.

Psuedo-edit: Nevermind, they're just normal missiles.


Thu Dec 04, 2008 1:27 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision V2-
Oni Zanders wrote:
YOU BASTARD, YOU BEAT ME TO MAKING CRUISE MISSILES.

Yes, that was so significant that I had to type it all in capitals.

Psuedo-edit: Nevermind, they're just normal missiles.

Well gee, hi Midna. Felt like some good old-fashioned necroing?


Thu Dec 04, 2008 1:30 am
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Post Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision V2-
ok, explain how 5 days is a necro ?_? isnt it supposed to be like 2 full weeks before its conserdered necroing =/


Thu Dec 04, 2008 12:45 pm
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Post Re: -RGA Faction- UPDATE 12/14/08-Build 22 Revision V3-
Bumpdate!!

New weapons and stuff, dont worry the Anti Armor Rifle sprites are not finished and the XO is being worked on. Any suggestions are appreciated! :P


Mon Dec 15, 2008 1:22 am
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