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 WH40k Orkz Final 
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Joined: Mon May 12, 2008 11:54 am
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Location: Ukraine
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Post Re: 40k Orkz Final
grenade wrote:
Yeap ! In DoW . And his eyes need to shine green .



seeеееее


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Soulstorm 2009-01-14 11-03-10-42.jpg
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Thu Jan 22, 2009 3:46 pm
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Joined: Sat Dec 27, 2008 5:18 pm
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Location: Finland
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Post Re: 40k Orkz Final
Ooh, I see now. Sorry, haven't really played the games and just said what in my eyes looked somewhat disturbing.

PS: Great mod! The sprites look good and they certainly don't lack power! :D


Thu Jan 22, 2009 4:07 pm
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Post Re: 40k Orkz Final
I and Ivan21 now play Warhammer 40 Soulstorm on internet VS
And my future MOD will Necrons =)))))) Image
Image


Sat Jan 24, 2009 1:48 pm
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: 40k Orkz Final
Ork-Gothic wrote:
I and Ivan21 now play Warhammer 40 Soulstorm on internet VS
And my future MOD will Necrons =)))))) Image
Image


My friends say Soulstorm is buggy so we only play Dark Crusade.

Back on topic: So the orkz mod is complete? No further updates?


Sat Jan 24, 2009 2:05 pm
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Post Re: 40k Orkz Final
The Decaying Soldat wrote:
My friends say Soulstorm is buggy so we only play Dark Crusade.

Back on topic: So the orkz mod is complete? No further updates?



ORKZZZ updates will Image


Sat Jan 24, 2009 7:15 pm
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Post Re: 40k Orkz Final
Renovation Topic for Downloads.


Mon Feb 02, 2009 7:45 pm
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Post Re: 40k Orkz Final
Hey there love you orkz, on question how do you gt them to jump?
Example= Heavy Ork


Sat Feb 07, 2009 5:36 am
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Post Re: 40k Orkz Final
Ork-Gothic wrote:
I and Ivan21 now play Warhammer 40 Soulstorm on internet VS
And my future MOD will Necrons =)))))) Image
Image


Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help.

Attachment:
ScreenDump043.PNG
ScreenDump043.PNG [ 186.36 KiB | Viewed 3067 times ]

(note, the process of phasing in does not work on tall maps, except with tanks and very strong units)


Sat Feb 07, 2009 6:18 am
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Post Re: 40k Orkz Final
Chesseoman wrote:
Hey there love you orkz, on question how do you gt them to jump?
Example= Heavy Ork


look this sketch

jump
AddEffect = AEmitter
InstanceName = Jump Backpack
Mass = 0.0001
HitsMOs = 0
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Race ORKZ.rte/Resources/pack.bmp
FrameCount = 1
SpriteOffset = Vector
X = -14
Y = -22
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 2
Depth = 5
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 3
Depth = 5
DeepCheck = 0
JointStrength = 10000
JointStiffness = 1
DrawAfterParent = 0
AddEmission = Emission
EmittedParticle = MOPixel
CopyOf = Jetpack Blast 1
Spread = 0.1
MaxVelocity = 40 //24
MinVelocity = 35 //12
AddEmission = Emission
EmittedParticle = MOPixel
CopyOf = Jetpack Blast 2
Spread = 0.15
MaxVelocity = 28
MinVelocity = 24
EmissionSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Effects/Pyro/Jet.wav
LoopSetting = -1 // Means loop infinitely until stopped
BurstSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Effects/Pyro/JetStart.wav
EndSound = Sound
AddSample = ContentFile
FilePath = Base.rte/Effects/Pyro/JetEnd.wav
EmissionEnabled = 1
EmissionsIgnoreThis = 1
ParticlesPerMinute = 6000
BurstSize = 15
BurstScale = 1
BurstTriggered = 1
BurstSpacing = 1750
EmissionDamage = 0
Flash = Attachable
CopyOf = Muzzle Flash Pistol
FlashOnlyOnBurst = 0


in Actor
Jetpack = AEmitter
CopyOf = Jump Backpack
ParentOffset = Vector
X = -4 // -4
Y = -1 //3
DrawAfterParent = 0
JumpTime = 4 // Secs


Sat Feb 07, 2009 3:33 pm
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Post Re: 40k Orkz Final
Miles_T3hR4t wrote:
Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help.

Attachment:
ScreenDump043.PNG

(note, the process of phasing in does not work on tall maps, except with tanks and very strong units)


Woow!!! this very cool Image
yep! this need me, I can this use. you can geve this me?


Sat Feb 07, 2009 3:39 pm
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Post Re: 40k Orkz Final
Miles_T3hR4t wrote:
Ork-Gothic wrote:
I and Ivan21 now play Warhammer 40 Soulstorm on internet VS
And my future MOD will Necrons =)))))) Image
Image


Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help.

Attachment:
ScreenDump043.PNG

(note, the process of phasing in does not work on tall maps, except with tanks and very strong units)

Why not just drop an invisible drop-pod like most 'teleportation' craft?


Sat Feb 07, 2009 4:37 pm
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Post Re: 40k Orkz Final
Hamburgler wrote:
Why not just drop an invisible drop-pod like most 'teleportation' craft?



hm..... ye this cool idea


Sat Feb 07, 2009 5:18 pm
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Post Re: 40k Orkz Final
Ork-Gothic wrote:
Miles_T3hR4t wrote:
Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help.

Attachment:
ScreenDump043.PNG

(note, the process of phasing in does not work on tall maps, except with tanks and very strong units)


Woow!!! this very cool Image
yep! this need me, I can this use. you can geve this me?


actually, me and a few others are already working on necrons viewtopic.php?f=1&t=13684

But yeah, I'll tell you how to make one. IE re-use the code yes, direct copy, no. See below for instructions.

Hamburgler wrote:
Why not just drop an invisible drop-pod like most 'teleportation' craft?


Actually thats kind of what I did.
I took the vanilla crate, copied it, Replaced ALL the sprites with a single pixel.
I messed with all the Vectors, and mass and starting velocity. and gave it GibImpulse = 1

so a single pixel falls from the sky, its a color that blends well, so all you see is falling health, and as soon as it touches ANYTHING, Poof, Green glows everywhere and there's your actor.

At first It would damage units if it was to tall of a map, or if the actors where to heavy.

I fixed this by adding AirResistance = 0.05
It never damages ANY of the contents, EVER, no matter how heavy. If you use something to big IE Gargaunt, it will stick in the ground. And if you have to tall of a map, it automatically scuttles after X amount of time, and I can't seem to change that.

ALSO to get the vectors right you have to do one thing

OrientToVel = 1 and I do believe the 'top' while falling, is the 'left' of the offsets, because Right is the front of the sprite and THATS what orients it. then you make sure it falls down, and not at an angle.


Then you just mess with the glows.


Sat Feb 07, 2009 5:34 pm
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Post Re: 40k Orkz Final
Oh, alright. I thought you did some wierd work-around- I was imagining an invisible dropship the height of Grasslands (or any other 'short' map) with the 'doors' at ground level.


Sat Feb 07, 2009 6:21 pm
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Post Re: 40k Orkz Final
Hamburgler wrote:
Oh, alright. I thought you did some wierd work-around- I was imagining an invisible dropship the height of Grasslands (or any other 'short' map) with the 'doors' at ground level.


HA! You think I'm that good? I can barely handle regular AHumans, and semi-complex guns, and have said as much hundreds of times. I take the simplest way to get the result I want.


Sat Feb 07, 2009 6:38 pm
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