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 =Alteisen Arsenal Labs 3rd= ))AAL Product 
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
ShaneO wrote:
How do you work the TGS? i can't get it to shoot under my conrtol but after that it never stops shooting under the AI's control

Press down to shoot down, up to blast up, balh...


Sat Feb 21, 2009 11:13 pm
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Joined: Sat Dec 16, 2006 2:50 pm
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Location: Vaughan, Canada
Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
His second point is still salient, though. It IS frustrating when it decides to try to fly away and prevents me from easily using a hallway or whatever.


Sat Feb 21, 2009 11:59 pm
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Joined: Mon Feb 11, 2008 11:11 pm
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Location: East of Applachia, West of the Mississippi
Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The bunker modules really need stairs.


Sun Feb 22, 2009 12:01 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
:shock:
w0w this is HEFTIG!!!*
this is where i was waiting for, all this time...
you totaly got my dl




*= very cool in dutch


Sun Feb 22, 2009 12:22 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Looking though the folders of this mod, I found two very interesting things:
1. AAL.rte\Unit\Tank\CrabDragon.rte - Hmm.
2. AAL.rte\Scenes\B23AAL Base 1.ini - Also with base 2 and 3 versions. The difference is that all the object names have *.rte/ infront.

* = The .rte where the object is from.


Sun Feb 22, 2009 12:53 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
if you want i could probably make the feet rotate in gimp. not now though.
wow you got a lot of replies.


Sun Feb 22, 2009 1:03 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Lambda wrote:
The bunker modules really need stairs.


And pre-constructed blocks. I mean like, bigger blocks.

Also, I think I remember hearing about old AAL weapons getting redone for this version, but I can't seem to see them anywhere. :???:

(link)

EDIT: Woops, my bad. They're just quoted out.


Last edited by Brainwashed on Sun Feb 22, 2009 1:25 am, edited 1 time in total.



Sun Feb 22, 2009 1:12 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I 'hate' the fact that the weapons can't be purchased alone


Sun Feb 22, 2009 1:24 am
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Joined: Sun Feb 22, 2009 1:23 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Sorry, I don't know much about this. I recently installed this mod, but now whenever I boot up Cortex Command, it automatically shuts down after it gets to AAl. I could find out where, if someone could tell me how.


Sun Feb 22, 2009 1:28 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I'm currently replacing all the "Buyable=0"s by "Buyable=1"s. I'm also making unarmed versions of every actor.

If anyone's interested, and if it doesn't bother numgun, I'll post it when I'm done.

EDIT: Better yet: I'll post it and if it bother's numgun I'll just remove it.
Here it is:http://www.filedropper.com/aalrte (EDIT: I noticed that I forgot to change the Unarmed Slayer's instance name, which has caused it to overwrite the other Slayer. I'm not reuploading though. Go fix the line of code yourself, lazy.)

Image

DAH-DUM you better believe it (lolwoot).

Also, a notice to everybody who's looking to upload big files, just use file dropper. It's the easiest, quickest and free-est service on the web.


Sun Feb 22, 2009 1:34 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
wow this is amazing. as always with your mods, an instant dl. great mods, i wish i was as talented as you.

and btw, i tried file dropper, it's not free except for the first 7 days.


Sun Feb 22, 2009 2:14 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
oh yeah, typo in the OP, my rather than by :)


Sun Feb 22, 2009 2:45 am
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Joined: Sat Feb 03, 2007 7:11 pm
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Post It's a really nice pack, but could do with some upgrading.
The legs on the tank actually MOVE. It's weird mannnnnn....
They belong as a static part of the tank's body. It just looks strange otherwise.
Also, it would help it from tipping over too much (since the side beam things could catch the tank as it was falling).

And for the Bunker Modules, They NEED to be able to create empty space AND ground. It takes too long to clear out
the space with the clear space thingy and THEN add the floor and ceiling and whatnot.
Also, I keep mistaking the massive doors for the absorber things.

And, I like the idea of a runner, but there don't need to be two of them, the infinite ammo is Ok, but the weapon is too
powerful. Make it so the bullets decrease in speed over a distance, so they become less useful at long range.

All in all, it's nice, but it could do with some fixing and trimming down.
My CC randomly crashes in the middle of loading the Items.ini in the Missions.rte after loading the AAL stuff.
It could something to do with the zombie generator having over 200 lines dedicated to just Gibs alone.

EDIT: Gotta remove this from the loading thing until it is trimmed down. Too many Xtra's are cloggin' up my loadin' process.
Can't even play no games no more.


Last edited by zalo on Sun Feb 22, 2009 4:08 am, edited 1 time in total.



Sun Feb 22, 2009 3:43 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I ordered a slayer and killed 58 enemies (normal activities) and i could of went even longer but i got bored and stabbed a pineapple grenade. I dont know anything about modding but with the regenerative abilities, is it just a wound with -X damage every time it emits a blood particle?


Sun Feb 22, 2009 4:08 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
cornetto wrote:
Darlos9D wrote:
numgun wrote:

Theyre good enough and they work decently. Aka I'm lazy.

No, they're not good enough. And admitting this doesn't make it any better. I'm really disappointed in you.



stfu.

personally i think this is the most useable tank in CC's history.

I don't know about the rest of these people, but I wasn't referring to the tank. Had you read my first post you'd know this.


Sun Feb 22, 2009 4:31 am
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