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Messages - Delta_Com

#16
Hey Kilroy, I'm thinking about releasing a weapon pack I'm making. Could I use your awesome sniper rifle sound?
#17
So I just realized a gun I don't think has been requested.
Vera from Firefly
#18
Stories / Re: Murderous Visitors
April 15, 2014, 06:58:06 PM
Quote from: Splinterbee on April 15, 2014, 06:01:48 PM
Oh it gets worse. I had 2 factions visit and since they hated eachother they went in an all out battle with me in the middle. Then when one faction won they both hated me and became hostile cause of all the people who they lost. And the remainder used grenades to blow my base to smitherines
ouch.
#19
Stories / Murderous Visitors
April 14, 2014, 07:24:50 PM
So I guess because of the new factions sometimes hating each other, earlier today, I had group visit my colony only to shoot through the "windows" (embrasures) in my jail and murder the inmates, and then leave. Anyone have similar experiences?
#20
Mods / Re: [Request] SCP Foundation Mod
March 16, 2014, 01:47:23 PM
How about SCP-50-AE-J? I'd love to see that in action
#21
Yeah, the chance for an RPG went up a little for me since I edited out the laser weapons in my raiders file.
#22
Randy hates me. On my fourth raid of raiders, and only the second raid with anything but Molotovs, they had a MP5, an Uzi, a M2, and a freaking RPG! I had three dinky pistols and a Lee-Enfield. Guess who won.
#23
Outdated / Re: [MOD] (Alpha 2) Project Armory
March 07, 2014, 10:43:37 AM
Just wondering, Why is the RPG not actually usable?
#24
Help / Re: Weapon Help
March 05, 2014, 02:18:15 PM
Just figured it out. I forgot to tell the minigun to actually fire the projectile I gave it.

Now the pirates are burning!
#25
Help / Re: Weapon Help
March 04, 2014, 11:17:06 PM
Thanks a lot
EDIT: That actually didn't seem to work. Any ideas?
#26
Help / Weapon Help
March 04, 2014, 09:55:12 PM
I've Been looking at the T-9, and was wondering what tells the game to make it light things on fire. I cannot seem to find anything in it's code. I'm trying to make a minigun that has incendiary rounds.
#27
I just tried it out and I really like it. I feel like making some sort of D-Day style map... for the raiders. With Evuls weapons, I will have much fun forcing raiders to run past bunkers full of HMGs and Snipers.
#28
Outdated / Re: [MOD] (Alpha 2) Energy Turret
February 27, 2014, 01:54:13 PM
I tried it out and loved. Two of these were able to hold off 20+ raiders in a hallway trap, so they may be a little OP.
#29
Mods / [REQUEST] Window Idea
February 25, 2014, 10:57:11 AM
Would it be possible to make a new type of wall (a window) that can be shot through but not moved through? It could be useful in bunkers and such.
#30
Outdated / Re: [Project] Project Armory
February 18, 2014, 10:19:43 AM
You should add some of the weapons from the Metro series, such as the Heavy Auto Shotgun (a modified 50 call mg)  http://metrovideogame.wikia.com/wiki/Heavy_Automatic_Shotgun_(Abzats) or the Volt Driver (a jury-rigged 9mm railgun) http://metrovideogame.wikia.com/wiki/Hellbreath_(Volt_Driver)