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Mehman's Experimental Weaponry[V33: Big Update]
http://forums.datarealms.com/viewtopic.php?f=61&t=25172
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Author:  Foa [ Mon Mar 18, 2013 3:15 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

And no love for the Launcher that can't change between anything but Bunker Buster, and Incendiary?

Author:  HeadcrabPL [ Thu Apr 18, 2013 3:52 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Well, am i only one who thinks soldier sight range is TOO BIG it shoot every enemy on my flat land.
BTW: About the tkc, you need to replace index with mine.

Attachments:
File comment: Delete old one and add this one.
Index.rar [497 Bytes]
Downloaded 446 times

Author:  boybente [ Wed Apr 24, 2013 12:49 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Experimental Launcher won't switch to anything except Bunker Buster and Incendiary. When you try to change to EMP or Heat rockets, it reloads then it's still Incendiary

Author:  Collective [ Thu May 02, 2013 7:30 am ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

The Cannon Delivery pod isn't firing properly. It spawns in front of the cannon and stays there. Offensive delivery works though.

Author:  randomstranger [ Thu May 30, 2013 10:23 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Hellevator wrote:
I'm getting the same problem in which I am unable to find the telekinetic implant.

lukxx wrote:
Hi Mehman,

I realy like your mod but tkc implant does not show up in shoping screen.. or i just cant find it :(

p.s.: it suposed to be in grenades screen ?

Friendofafriend wrote:
Hey, wheres the telekenetic implant? I can't find it

Enter Index.ini in MPW.rte folder, then, copy/paste that into it:
//Telekinetic Implant//
IncludeFile = MPW.rte/TKC/TKC.ini


It should be alright and should be available to buy.
I hope this helps as well.
http://prntscr.com/17gwbr
http://prntscr.com/17gvz6

Oh. And to properly use the powers of telekinesis, you have to access console by ~, and press CTRL + V to paste in the bind.
SetMehmanKeys('key0','key1','key2','key3',keyboardlayout[1 if qwerty, 0 if azerty keyboard])

I use SetMehmanKeys('z','x','c','d',1)

Author:  Alesandro40 [ Tue Jun 18, 2013 10:23 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

:-( Friend,This method doesn't work for my..Mehman please make its mod with TCK...is my only fun ...por favor porque eu não sei mecher muito com isso é meio dificil pra mim :???:

Author:  YX33A [ Mon Dec 09, 2013 11:20 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Just curious, but how would one add the effects of the TKC to an actor without giving him the chip itself?

EDIT: Alternatively, would it be possible to add the effects to an actor while they hold a certain item? It'd be a bit like XCOM if one could.

Author:  Xery [ Tue May 06, 2014 5:25 am ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Is it still work on the new game version?

Author:  Asklar [ Tue May 06, 2014 5:32 am ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Xery, I think it should, since Lua didn't change in a very script-breaking way after 1.0. So it should, unless referencing errors, if any.

Author:  Xery [ Tue May 06, 2014 11:27 am ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Asklar wrote:
Xery, I think it should, since Lua didn't change in a very script-breaking way after 1.0. So it should, unless referencing errors, if any.


I'll give it a try. Thx.

Author:  eZkiel2517 [ Sun Aug 31, 2014 8:41 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Yeah, the mod works great in the latest build, expect for the glitch where the launcher can't switch ammunition that boybente mentioned.

Author:  hotpotsoup [ Tue Nov 18, 2014 8:13 am ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

MEW is having some errors calling nil values in the console, lagging the game.

The MEW Soldier and the MEW Pistol does this everytime, haven't really tried other MEW stuff yet.

Author:  johiah [ Thu Dec 03, 2015 3:06 am ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Ermygherd this is amazing
EDIT: Oops this post is a year old.

Author:  Mackerel [ Thu Dec 03, 2015 3:51 am ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

yoo, i remember this old thing

i'm about to start grave digging dudes.

Author:  johiah [ Thu Dec 03, 2015 12:53 pm ]
Post subject:  Re: Mehman's Experimental Weaponry[V33: Big Update]

Mackerel wrote:
yoo, i remember this old thing

i'm about to start grave digging dudes.

Honestly I think anything short of making a new mod qualifies as necro at this point.

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