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 Mutagen Makers Federation VERSION 3! With added lua-ness! 
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Joined: Mon Feb 11, 2008 11:11 pm
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Location: East of Applachia, West of the Mississippi
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Post Re: Mutagen Makers Federation VERSION 2
Don't hold your breath, but I'm thinking of making a sprite for your drone thingamabobber.


Fri Apr 24, 2009 10:52 pm
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Joined: Mon Feb 02, 2009 9:18 pm
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Location: Ancient Hispania
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Post Re: Mutagen Makers Federation VERSION 2
Wow dude, simply wow.
I'll try! this mod looks like its gonna be a lot of fun :grin:


Sat May 02, 2009 3:04 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: Mutagen Makers Federation VERSION 2
Bad sprites, but good ideas. If your sprites were better this mod will be awesome.


Sat May 02, 2009 3:43 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: Mutagen Makers Federation VERSION 2
I have an idea, a serum that turns the player into a bullet bill, with a high powered emitter thrusting them forwards.


Sun May 03, 2009 8:12 am
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Joined: Fri Oct 17, 2008 9:46 pm
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Location: The Grills Locker.
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Post Re: Mutagen Makers Federation VERSION 2
Gonna make it. NOW.


Sun May 03, 2009 3:58 pm
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Mutagen Makers Federation VERSION 2
Make it as the 'fart serum'! The user will have an uncontrollable production of gases... thus... exploding rocket bowels.


Mon May 04, 2009 3:20 am
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Post Re: Mutagen Makers Federation VERSION 2
Terrorist serum... Makes actor explode in rapesposion.


Mon May 04, 2009 3:00 pm
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Post Re: Mutagen Makers Federation VERSION 2
3POK_PHALE wrote:
Terrorist serum...


Yes but instead call it Kamikaze serum.

Anyways, there could be a serum that turns you into a pigeon and you can, shall we say "excrete solid waste" on people that explodes.
That would be cool.


Tue May 05, 2009 5:05 pm
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Joined: Mon Feb 02, 2009 9:18 pm
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Location: Ancient Hispania
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Post Re: Mutagen Makers Federation VERSION 2
CombatMedic02 wrote:
Cool mod, I liked the gas grenade launcher. It really does the job too but the actor always seems to die... may I request a bomb/grenade version? :P


Try to shoot at sky to finish in them face and detonate =)
Its really cool when you learn to use it BUT
I'm agreed, we want a grenade-gas-launcher ! :D


Tue May 05, 2009 8:37 pm
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Joined: Wed Jan 14, 2009 7:12 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: Mutagen Makers Federation VERSION 2
The gas clouds repel each other, so when I fire, I ignite a small part, and the rest floats into the sky.


Tue May 05, 2009 9:03 pm
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Post Re: Mutagen Makers Federation VERSION 2
Well, the gas launcher is really a little tricky to use, specially in the open air, where the clouds have that tendency to repel each other.
The reason for that is that the weapon was designed to be a bunker-clearing gun. You shoot inside a closed bunker, wait until the air is filled with clouds, and then ignite them. That way, you should get a big, fiery, eyerape explosion. :)


Tue May 05, 2009 9:12 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: Mutagen Makers Federation VERSION 2
Fair enough. This is rendered useless by the fact that I'm always defending my bunker. Also, how did you do the plasma launcher? Is it a thing with the coding that the muzzleoffset is bad?


Tue May 05, 2009 9:14 pm
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Post Re: Mutagen Makers Federation VERSION 2
The plasma launcher uses an adapted homing missile script. It shoots an invisible AHuman with a gun that shoots negative mass particles, creating a pulling effect. It also has attached AEmitters that both generate sharp particles to kill anything that comes too close and create that floating trail effect. I know, the muzzleoffset is bad, but I had some problems with it. If I moved it back, the emitted particles would kill the user or destroy the gun. If I moved it forward, the shots would seem to appear out of nowhere, due to the lag that CC creates when rendering glows, and that would seem ugly as hell. If I changed the lifetime or sharpness of the particles, to make them less dangerous to the user, the weapon would be a lot less powerful. So, I just decided to leave the muzzle in that weird position and give the gun a high GibWoundLimit, to keep it from breaking too fast.

... that's a big explanation! :P


Tue May 05, 2009 9:35 pm
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Post Re: Mutagen Makers Federation VERSION 2
Areku wrote:
The plasma launcher uses an adapted homing missile script. It shoots an invisible AHuman with a gun that shoots negative mass particles, creating a pulling effect. It also has attached AEmitters that both generate sharp particles to kill anything that comes too close and create that floating trail effect. I know, the muzzleoffset is bad, but I had some problems with it. If I moved it back, the emitted particles would kill the user or destroy the gun. If I moved it forward, the shots would seem to appear out of nowhere, due to the lag that CC creates when rendering glows, and that would seem ugly as hell. If I changed the lifetime or sharpness of the particles, to make them less dangerous to the user, the weapon would be a lot less powerful. So, I just decided to leave the muzzle in that weird position and give the gun a high GibWoundLimit, to keep it from breaking too fast.

... that's a big explanation! :P


That-is-genius!


Wed May 06, 2009 9:08 am
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Location: That quaint little British colony down south
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Post Re: Mutagen Makers Federation VERSION 2
Not really. It's more a lazyish solution to a hard problem.


Wed May 06, 2009 9:20 am
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