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Messages - eatKenny

#136
Quote from: feversmirrors on August 17, 2016, 12:28:52 PM
Are you able to craft the guns in this? I saw it mentioned earlier in the comments but wanted to make sure.
no those guns are not craftble, otherwise it will be too OP.
#137
Quote from: Fregrant on August 17, 2016, 11:39:13 AM
Im not too savvy with modding. Could be replaced vanilla objects? For example, the concrete floors?

i got a lot of asking to replace concrete floor with concrete, i will later upload a patch to make this happen, i dont want this change included in main mod as i want this mod to be "overhaul" free.
#138
Quote from: kaptain_kavern on August 13, 2016, 02:49:34 PM
Quote from: eatKenny on August 13, 2016, 02:11:21 PM
this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.

Haha that's clever

really, i think its stupid, i wish the spotlight will follow the nearst enemy till he dies.
#139
Quote from: T-Wrecks on August 16, 2016, 06:51:48 AM
Hey, any chance I could have a version of the mod just with the deepmine? xD

sry you have to modify it yourself, go to xml and delete every thing you dont need.

or, simply just dont build things you dont want in game.
#140
Quote from: Monzer on August 16, 2016, 08:05:38 PM
hey love that mod man made the game much cooler . so I can't creat the weapons right ? just loot them . btw I had heckler koch MG4 (supr) and it very very accurate i mean it almost hit every single bullet not sure it's because its superior maybe

MG4 is more accurate than vanilla LMG, but not that accurate, maybe your pawn has really good/enhanced shooting skill(bionic eye, bionic arm etc.)

or: are you using this mod with combat realism without patch?
#141
Quote from: coemgen98 on August 13, 2016, 11:45:49 AM
Hello! I would just like to ask if you have plans for implementing a patch for Clutter Misc hands v1.0.3 by mrofa just like rimfire? Having visible hands for your weapons would make this mod even better! Thanks!

sure, seems fun.
#142
Quote from: Bucketsmith on August 13, 2016, 07:30:43 AM
Well, I got it all working, somewhat.
I thought I remembered that in the old mod, the thing would go on and stay on until you either made it target something else or the target dies. Or the guy manning the turret dies. Or the target goes outta range. :P
Point is, it would stay on and the light effect would follow the target? That's how I remember it.

Problem I'm having now is it's either got a static area it lights up, and a 40 second cooldown that I can't find anywhere - OR it becomes a rapid fire performance issue that fires the static area continiously. :-\

this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.
#143
just updated to A14, changes see changelog, enjoy!
#144
Quote from: Bucketsmith on August 12, 2016, 01:24:30 PM
Quote from: eatKenny on August 12, 2016, 01:17:53 PM
sorry i was at work and forgot to reply.
you can release it as a standalone mod, no problem.
That's fantastic, thank you!
Do you remember if any important part of the spotlights function is in your C# assembly file?
Because I don't know C# and I think some errors are pointing to your assembly file. :(

spotlight requires some C# coding, i can only provide the orignal code from earlier Alpha(see attachtment).



[attachment deleted by admin - too old]
#145
Quote from: Bucketsmith on August 12, 2016, 11:55:29 AM
Hey man. Four days ago I sent you a PM, but I guess you never saw it. ;D
Just wanted to let you know that I'm working on updating your spotlight turret from an old A9 version of your turret collection.
In your OP of this thread I see you released the A13 version of your mod under the Share-Alike license.
If it's okay with you, could I publish the spotlight mod as a standalone mod once I've completed it? I'll credit you, naturally.
Otherwise, I'm only using it for myself. :)

sorry i was at work and forgot to reply.

you can release it as a standalone mod, no problem.
#146
updated CR patch to 1.6.7.3, re-enabled some weapons thanks to a more stable "combat realism"
#147
Quote from: ActionCow on August 10, 2016, 02:01:36 PM
If I install this alongside CR and rimfire, should rimfire pistols work with the ballistic shield?

they should, however i havent tested them yet.
#148
Quote from: Lockdown on August 09, 2016, 02:49:22 PM
Getting an error and several warnings with the High Caliber CR patch:



i've already made a new patch to fix this issue and work with latest CR 1.6.7.3, some weapons are re-enabled as well. i will upload the new patch when i get home today.
#149
i dont use steam so sorry, but if anyone is interested send me a PM i can give you the permission to upload this mod to steam workshop.
#150
i hope i can find some time this weekend to update this mod.