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 A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes 
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
haloman wrote:
when i shoot the GL’s nothing comes out.

Did you load it correctly?

Sims_Doc wrote:
I gotta ask why release this stuff as a mod? clearly some of this would have an application in the game or it just proofing concepts?

I release this stuff as a mod because I want to.


Fri May 16, 2014 7:26 am
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
im gonna try the next time I load up the game


Sat May 17, 2014 1:01 am
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
I got the steam workshop version but since steam's browser is the silent dial-up for me, I'll post here.
If you could somehow implement a tossable object that you can take control of and use to infiltrate and blow up the legs of enemies, that would be nice.
Basically a little ball in the bombs or tools section that you give to an actor so they can throw it and said little ball will become a tiny walker/floater mech that you can detonate at any time.
That's what I'm suggesting.
Yeah. If it's too hard to code, I don't mind. I don't know much about coding with Lua, or coding in general. Have fun making your awesome mods.


Thu Jul 24, 2014 8:54 am
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
The GML, Boomerang (Not really sure, though), and Telekinetic Rock all use Focus-Stealing, Invisible Actors to control them.

It is entirely possible to make a small, temporary, focus-stealing actor that explodes.


Thu Jul 24, 2014 10:07 pm
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
Didn't the coalition have the blast runner, which was basically a little ball that could infiltrate around and you could click to detonate?


Fri Jul 25, 2014 12:59 am
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
Foa wrote:
The GML, Boomerang (Not really sure, though), and Telekinetic Rock all use Focus-Stealing, Invisible Actors to control them.

It is entirely possible to make a small, temporary, focus-stealing actor that explodes.

Thanks, as previously stated, I know NOTHING about Lua/coding so I thought it would be slightly hard to fabricate.

As for what it looks like, I was thinking maybe a black version of Image minus the legs.


Fri Jul 25, 2014 1:12 am
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
Asklar wrote:
Didn't the coalition have the blast runner, which was basically a little ball that could infiltrate around and you could click to detonate?


I'm not sure about the explode part, but yes, they had some kind of hateful little ball-thing that I vaguely remember. It got commented out again though.


Fri Jul 25, 2014 11:08 pm
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
Arcalane wrote:
Asklar wrote:
Didn't the coalition have the blast runner, which was basically a little ball that could infiltrate around and you could click to detonate?


I'm not sure about the explode part, but yes, they had some kind of hateful little ball-thing that I vaguely remember. It got commented out again though.


Yeah, it got roughly the power of a couple of grenades. It should have stayed, I thought it was cool though I barely ever used it, it was kinda hard to maneuver it considering how easily terrain can be so damaged and hard for it to move around.



And about infiltration units, maybe a player controllable manhack could be fun.


Fri Jul 25, 2014 11:33 pm
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
I think cave actually made some manhacks a while back. If I recall, they are compatible with the VE GL, for fun and profit.
Not really viable, because manhacks last 15 seconds.

If you want to infiltrate, use the GML, Boomerang, Stung Gun, Translocator, or Telekinetic Rock.


Sat Jul 26, 2014 9:59 am
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Post Re: A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes
The Blast Runner was removed because no one got around to making decent AI for it, leaving it feel a bit unpolished with the lack of AI functionality.

A player-controlled Manhack would be neat, assuming it's made to last longer for player use.

Work has kept me busy lately, though I've been making stabs at making the vanilla constructor prettier with BG support struts. Also a building/survival scenario sorta like Terreria, except with CC elements of course.


Tue Jul 29, 2014 10:07 pm
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