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 *Lua Tech Inc.* V2.31- Spike pistol fix! 
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Data Realms Elite
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Post Re: Lua Modules, Weaps n Stuff 5/21/09 - Correct file uploaded!
So, I do what to something to make a health line?


Thu May 21, 2009 6:15 am
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Post Re: Lua Modules, Weaps n Stuff 5/21/09 - Correct file uploaded!
The routers have remote energy transmission.

So just put one at one end, and the other at one end.

I like to use it so I can keep medic bots in my bunker next to them.

Send out units with the implant, and have the power of multiple medics without all the hassle.


Thu May 21, 2009 6:49 am
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Post Re: Lua Modules, Weaps n Stuff 5/23/09 - Now with slave clones!
Bump, new actor!

The sharp aim actually can work, but it seems to mess with aiming a bit.

Oh, and to disable non controller AI mechanisms, I had the AI set to the dummy network mode.


Sat May 23, 2009 5:40 am
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Post Re: Lua Tech[B23] 5/24/09 - Now with psy and slave chips!
Err bump again?

Anyway, using my global controller module(see lua module dump in lua scripting), it is easy to port actor codes for any actor.

Any comments, suggestions or the like?


Sun May 24, 2009 12:30 am
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Post Re: *Lua Tech Inc.* 5/24/09 - Now with psy and slave chips!
Thnx for the psy chip. Now I can have telekinetic teleporting actors without having to screw with the code myself.


Sun May 24, 2009 3:33 am
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Post Re: *Lua Tech Inc.* 5/24/09 - Now with force fields!
Your welcome.

That's the sort of thing I made it for.

EDIT:
Update:
Force fields.


Sun May 24, 2009 4:01 am
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Data Realms Elite
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Post Re: *Lua Tech Inc.* 5/24/09 - Now with force fields!
mail2345 wrote:
Your welcome.

That's the sort of thing I made it for.

EDIT:
Update:
Force fields.

Make a Force Field Deployer, that stops bullets.


Sun May 24, 2009 5:24 am
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REAL AMERICAN HERO
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Post Re: *Lua Tech Inc.* 5/24/09 - Now with jetpack upgrade.
Out of curiosity what'd you change from my teleportation code? Anything? If you just put it into a seperate file that's awesome.


Sun May 24, 2009 6:46 am
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Post Re: *Lua Tech Inc.* 5/24/09 - Now with jetpack upgrade.
Just changed it so it would work with the system I have.

I had to just change the timer to a global one(you can't create variables in actors outside of the actor), and changed the name of the Update function.


Sun May 24, 2009 6:53 am
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Post Re: *Lua Tech Inc.* 5/24/09 - Now with jetpack upgrade.
Not so interested in the original bunker modules, but the new additions are really cool. Keep it up!


Sun May 24, 2009 6:59 am
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Post Re: *Lua Tech Inc.* V1.6 - Now with nanobots and total converter
Due to the fact that I sometimes have more than one update a day, I am now using a version system.

New in 1.6 vs 5/24/09:
Nanobots
Total Converter

I had put all my lua based mods in one topic, as some people will only like somethings and consider other things awesome.


Sun May 24, 2009 7:44 pm
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Post Re: *Lua Tech Inc.* V1.6 - Now with nanobots and total converter
That slave chip:
Someone has to make a dance video. No excuse anymore.


Sun May 24, 2009 7:49 pm
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Data Realms Elite
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Post Re: *Lua Tech Inc.* V1.6 - Now with nanobots and total converter
Erg, the chips don't work on my people, all it does is spawn a grey circle.


Sun May 24, 2009 8:43 pm
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Post Re: *Lua Tech Inc.* V1.6 - Now with nanobots and total converter
Excuse me if I'm being ignorant, but where are they? Or is there some kinda voodoo magic needed to use them? I put them all in the Cortex Command folder, and yet, nothing shows up in any buy menus.


Sun May 24, 2009 9:02 pm
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Post Re: *Lua Tech Inc.* V1.6 - Now with nanobots and total converter
Quote:
You must place some kind of actor near this before placing, or the thing will not pay you properly.


Whats with that? And you mean I need to place a clone where I'm intending build this, right?


Sun May 24, 2009 10:34 pm
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