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 Plutonians Return! 
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Joined: Mon Dec 24, 2007 6:06 am
Posts: 85
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Post Re: Pluto Martians WIP
I keep getting an error that says the clone walk path at line 974 is undefined.


Wed Apr 16, 2008 12:48 am
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Joined: Fri Mar 21, 2008 4:09 am
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Post Re: Pluto Martians WIP
Looks interesting, but no DL from me. :(


Wed Apr 16, 2008 1:01 am
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Joined: Fri Dec 14, 2007 10:27 pm
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Post Pluto Martians WIP
Great mods i love the idea!!
Im DLing while im typing

(2-3 seconds later)
Fudging awesome


Wed Apr 16, 2008 4:34 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Pluto Martians WIP
Quote:
I keep getting an error that says the clone walk path at line 974 is undefined.


You have to comment in the blue/green clones in Base.rte/Actors.ini for it to work. Scroll all the way to the bottom and delete the //. I'm still working on the Lunar Lander, gotta fix those offsets.


Wed Apr 16, 2008 12:02 pm
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Post Re: Plutonians Return!
Updated. I nearly forgot I made this mod. Credits to Flammablezombie for reminding me about this.


Tue Apr 14, 2009 10:18 pm
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Joined: Tue Oct 14, 2008 11:07 pm
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Post Re: Plutonians Return!
And here I thought that it'd been abandoned. Always good to see a faction that doesn't take itself too seriously.


Tue Apr 14, 2009 10:33 pm
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Post Re: Plutonians Return!
Unit detects quite funny/looking actors, in a good way...
DL in progress...


Edit:
They're fun to play as and balanced, but the Lander has this weird problem.
It unloads the actors as soon as it enters.
On a map like Grasslands, that's fatal.


Tue Apr 14, 2009 10:47 pm
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Joined: Tue Mar 10, 2009 1:50 am
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Post Re: Plutonians Return!
all I've ever wanted is a NASA faction


Tue Apr 14, 2009 11:00 pm
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Post Re: Plutonians Return!
Inuyashe wrote:
They're fun to play as and balanced, but the Lander has this weird problem.
It unloads the actors as soon as it enters.
On a map like Grasslands, that's fatal.

I never figured out why that happens. Well, at least the Plutonians have good jetpacks! :D

meta wrote:
all I've ever wanted is a NASA faction


The Emporeans are like a NASA faction.
http://www.datarealms.com/forum/viewtopic.php?f=61&t=11907


Tue Apr 14, 2009 11:26 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: Plutonians Return!
Hmmm...

A few things. They, look to plain. So plain that makes them lack style. They are cute, the gun fire sound is cute, just really cute, but lacks style.

Also, the lander release its cargo mid-air, spells 'collateral damage' to me.


Wed Apr 15, 2009 2:00 pm
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Post Re: Plutonians Return!
YES! TEH PLUTONIANS ARE BACK! I knew you read my PM!


Wed Apr 15, 2009 4:51 pm
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Joined: Fri Apr 03, 2009 3:59 pm
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Post Re: Plutonians Return!
They remind me of domo, that little brown thing.


Mon Apr 20, 2009 5:33 pm
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Post Re: Plutonians Return!
Not really...
Domo-kun would just smash stuff.


Mon Apr 20, 2009 8:49 pm
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Joined: Mon Jun 04, 2007 5:55 am
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Post Re: Plutonians Return!
I totally forgot about this mod... This is epic and now one of my favorite things to fight, because I don't need rediculous super-weapons to kill them...

3 of them within 4 inches of eachother, Grenade from the Dummy grenade launcher, none of them die, but they all go FLYING through the air, make funny noises, smack into things and get hurt. There awesome!

Make the current 'heavy' a medium one (dont change anything else) and then make a really heavy one thats actually a dreadnought, make it like a tin can on tank treads or something.

And more weapons, 3 or 4 more and a heavier one should do it, ya know, make it scaled to the dummys in terms of how many things they have... (I always thought the coalition/ronins have to many weapons) Please continue working on this, I actually like it, and thats allot coming from me.


Tue Apr 21, 2009 9:00 pm
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Joined: Wed Apr 22, 2009 1:51 am
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Post Re: Plutonians Return!
Kinda cool, but the lander is a serious pain in the ass to control.


Wed Apr 22, 2009 2:14 am
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