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 The FBM CB 4200 - Now deployable in the field! 
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Joined: Sun Feb 15, 2009 6:13 pm
Posts: 14
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Post Re: The FBM CB 4200 - Now deployable in the field!
r00pl00p wrote:
Unnya!
Even with my Dual Core,it's still crashy T-T.

Unfortunately, CC can only utilise 1 core


Tue Nov 17, 2009 5:56 pm
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Data Realms Elite
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Post Re: The FBM CB 4200 - Now deployable in the field!
Having a faster CPU doesn't reduce the amount of crashes.


Tue Nov 17, 2009 6:09 pm
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Loose Canon
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Post Re: The FBM CB 4200 - Now deployable in the field!
Natti wrote:
Having a faster CPU doesn't reduce the amount of crashes.

We have a hypothesis that the massive CPU beating this supplies is causing the crash. If that's the case, then it would actually.


Tue Nov 17, 2009 6:11 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
I would like an actor swicher, then I can build an enemy base and kill it again and again...
Another thing would be an AI-disable, stop your enemys in their tracks with a signal jammer.


Tue Nov 17, 2009 6:23 pm
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Joined: Fri Jan 04, 2008 10:51 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
TLB, this is the coolest brain I've ever seen. :)

One thing of note: when playing on a map that loops terrain, if I cross the border the object I'm dragging with the inertia tool disappears.

Edit: for a better shotgun, throw a dropship sideways ... hard. It'll explode due to velocity and continue its path for almost 30 seconds!


Tue Nov 17, 2009 7:38 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
AddActor = Turret
PresetName = Computer Turret
Mass = 25
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Computer.rte/Computer007.bmp
FrameCount = 1
SpriteOffset = Vector
X = -9
Y = -8
EntryWound = AEmitter
CopyOf = Leaking Machinery Light
ExitWound = AEmitter
CopyOf = Leaking Machinery Light
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 1000
JointStiffness = 0.9
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 7
DrawAfterParent = 1
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 1
Count = 15
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Spark Yellow 2
Count = 10
Spread = 2.25
MaxVelocity = 20
MinVelocity = 8
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Oil
Count = 75
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Rust Tiny A
Count = 1
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Rust Micro A
Count = 10
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Count = 2
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Count = 5
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Robot Head A Gib A
Count = 1
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Robot Head A Gib B
Count = 1
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
GibImpulseLimit = 2000
GibWoundLimit = 12

AddActor = ACrab
CopyOf = Coalition.rte/Drone
PresetName = Computer Drone
ScriptPath = Computer.rte/Computer.lua
Description = The FBM CB 4200 Portable
Turret = Turret
CopyOf = Computer Turret
ParentOffset = Vector
X = 2
Y = -3


Sorry for the huge code, this can go at the bottom of the Computer.ini and adds an in-game version, sorry if this isn't okay or such, just let me know.

How do you reduse the size? I removed the code tags to make it small


Tue Nov 17, 2009 8:13 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
Samohan25 wrote:
How do you reduce the size?

You post it in something like pastebin and post a link to it.


Tue Nov 17, 2009 8:52 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
I believe that you, sir, have created the CC version of Garrys Mod.


Tue Nov 17, 2009 11:24 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
r00pl00p wrote:
Unnya!
Even with my Dual Core,it's still crashy T-T.
And i was having fun 'sploding their body parts one by one with the burster.....
Also,what about a tool that converts enemy actors into your own?

Actually, that's what the heart icon was originally going to do. However, turns out that switching teams will cause a crash as soon as you try to switch actors. I couldn't find a way to fix that (but if anybody does, please let me know!) so it can't happen for now. Sorry :-(
The Wicked Flea wrote:
One thing of note: when playing on a map that loops terrain, if I cross the border the object I'm dragging with the inertia tool disappears.

I fixed this in the latest version, make sure you've downloaded the newest one.
Samohan25 wrote:
Sorry for the huge code, this can go at the bottom of the Computer.ini and adds an in-game version

Apparently I forgot to add this in to my last post (I had the last post when this updated so I guess I forgot to edit it in). I added a version which you can deploy in-field. Please redownload and order it from the tools menu!


Wed Nov 18, 2009 5:07 am
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
When I grab, say, a gib that is about to settle, it crashes.


Wed Nov 18, 2009 5:47 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
I know that it isn't very easy but could you make it easyer to change the key settings? You can find all the UInputMan statements but it might be easy for people to change them if you defined the keys in a function at the top or in the CreateSelf.


Wed Nov 18, 2009 8:58 am
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Joined: Fri May 29, 2009 10:53 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
I think I just came all over my monitor


Wed Nov 18, 2009 11:49 am
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Joined: Wed Dec 03, 2008 8:54 pm
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Post Re: The FBM CB 4200 - Now deployable in the field!
AWESOME!That is one of the most awesome mods ever I have ever seen!But the thing is;That when i use it,it lags a bit and the game crashed when an enemy randomly shot around..


Wed Nov 18, 2009 4:13 pm
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Location: A little south and a lot west of Moscow
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Post Re: The FBM CB 4200 - Now deployable in the field!
Samohan25 wrote:
I know that it isn't very easy but could you make it easyer to change the key settings? You can find all the UInputMan statements but it might be easy for people to change them if you defined the keys in a function at the top or in the CreateSelf.

I did some reorganizing of the folder and added this. Open up Computer.rte/Bindings.lua, it's all in there.


Thu Nov 19, 2009 1:02 am
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Joined: Tue Oct 13, 2009 3:28 am
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Post Re: The FBM CB 4200 - Now deployable in the field!
This...is...AWSOME! i'll take a short video of me draging the rockets around. :wink:


Thu Nov 19, 2009 1:07 am
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