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Messages - kexici

#16
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 18, 2015, 05:24:13 PM
If you looking for window look at bunker tech , maybe it will be work.
https://ludeon.com/forums/index.php?topic=14763.0

#17
Quote from: Ykara on August 23, 2015, 06:52:33 PM
Quote from: kexici on August 23, 2015, 06:41:58 PM
;D super work :)
i have firs question :)
how can i fix bad back ? (spine can be only ampute)
Thanks ^^ And you have to replace the spine, for example with a bionic spine.
:D ahh soo :D every thing else seems wokr fine :D
best mod ever :) thx
#18
 ;D super work :)
i have firs question :)
how can i fix bad back ? (spine can be only ampute)
#19
Mods / Re: Mod Request.
August 10, 2015, 06:00:10 PM
Like i write in https://ludeon.com/forums/index.php?topic=14848.15
i just make grafick for facehuger (100%) xenomorf (75%) xenoquenn (50%) cute xeno worm (100%)
Egg (100%)
and basick BodyDefs for them
:D

!!!!!! xenomorfs attack only in nigth and attack outdoor light first ,then open the doors and attack power source , then pawn in night !!!!!  its wery important :D because its fun :D  and scary :( :D 
https://ludeon.com/forums/index.php?topic=10327.0
#20
Mods / Re: Aliens
August 08, 2015, 08:31:05 AM
i study the zombie apocalipse mod dll and there is soo much usefull thing - its famous :D , if combine some parts of zombie and some parts of ability and alien ant we can build all of we need :)
:D lets do this :)
i start with facehunger and his attack to paws - infect paws with small cute xeno worm :)
#21
Mods / Re: Aliens
August 07, 2015, 02:17:01 PM
Yes but i only use they mod , we dont need create own flame trhower when skully does :) i make only ammo to his mod :)
Somthing like mod to mod to mod :)
ask someone who know the c++ :plese :) we must find anybody :)
#22
Mods / Re: Aliens
August 07, 2015, 10:11:02 AM
Quote from: kexici on August 07, 2015, 10:08:30 AM
Flame weapon is ready from https://ludeon.com/forums/index.php?topic=14763.0
Grapfick is simple
5 kind
egg
facehunger
small xeno "worm"
xeno
xenoquen
:)
i can use the dll from ability pack to create the behavior to lay egg , use the bite sicknes from zombie apocalipse, maybe if look deep in some code from "paws look to safe teperature" and edit them to "xeno look to safe no light" but i dont know how to add the some other abilities (like hiding)

or maybe i can use some order from powerswith (enemyradar) and some things from ccl to create ability to make xeno hide in day time to cocon on map corner (if anyone come too close xeno attack) else he will regenerate himself and attack next night :)

[attachment deleted due to age]
#23
Mods / Re: Aliens
August 07, 2015, 10:08:30 AM
Flame weapon is ready from https://ludeon.com/forums/index.php?topic=14763.0
Grapfick is simple
5 kind
egg
facehunger
small xeno "worm"
xeno
xenoquen
:)
i can use the dll from ability pack to create the behavior to lay egg , use the bite sicknes from zombie apocalipse, maybe if look deep in some code from "paws look to safe teperature" and edit them to "xeno look to safe no light" but i dont know how to add the some other abilities (like hiding)

or maybe i can use some order from powerswith (enemyradar) and some things from ccl to create ability to make xeno hide in day time to cocon on map corner (if anyone come too close xeno attack) else he will regenerate himself and attack next night :)
#24
Mods / Re: Aliens
August 07, 2015, 08:34:58 AM
Ok its very goood idea :) i can make graficks art and some other stuff, but i need help with c++ (know only the basic) did you know anybody who can make complicate c++ order

------> alient quien -> lay egg -> facehugger birth only when paws is near -> attack them (leave sick like zombie)  -> find the dark alone place out of the colony -> die and born small xeno -> xeno hunt some animal -> grow up -> attack collony only in night -> if xeno kill 5 and more pawns ->  find the dark alone place out of the colony -> grow up to alient quen -> ----->

Xenno -> can be hurt only  with fire
move quickly in night
hide in day ( like underqround) ;)
#25
Releases / Re: [A11] Glitter Tech v1.0
August 02, 2015, 09:49:35 AM
super, love your mod  :) if you want some help send me pm :) 
#27
Quote from: Talonidir on July 16, 2015, 05:12:47 PM
I'm (trying) to use this with the Ultimate Overhaul modpack and I can't seem to get mending to work no matter what I do! Is there anyone who can figure this out/give some tips? I've tried moving it in the mod order multiple times already.
Works fine + Ultimamate modpack(+add) + skuliwags + my mods :D
(my mods order)
<activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Backstories</li>
    <li>Wave Survival Mode</li>
    <li>Rimsenal_Storyteller</li>
    <li>Darkness (SBO)</li>
    <li>MoreHair</li>
    <li>Rimsenal_hair</li>
    <li>Biodiversity</li>
    <li>Apparello</li>
    <li>Marines_SK</li>
    <li>AlphaMuffaloHat</li>
    <li>MD2Base</li>
    <li>ED-Core</li>
    <li>SCA11Core</li>
    <li>Miscellaneous</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Industrialisation v0.98</li>
    <li>LT_RedistHeat</li>
    <li>ED-Shields</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>GlitterTech</li>
    <li>PANY Tech</li>
    <li>BiomatterPower</li>
    <li>Finer Things</li>
    <li>EnhancedFireFight</li>
    <li>AnimalHideWorking</li>
    <li>Glassworks</li>
    <li>Weed</li>
    <li>Stroyent</li>
    <li>VeinMiner</li>
    <li>SeedsPlease</li>
    <li>RoofSupport</li>
    <li>Rimfire</li>
    <li>EMP pistol</li>
    <li>ProjectArmory300</li>
    <li>Weapon Crafting 1.3</li>
    <li>Weapon Crafting + Rimfire Patch</li>
    <li>OmniStorage</li>
    <li>BeanTekRefrigeratedFoodStorage</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>CaveworldFlora</li>
    <li>Clutter</li>
    <li>AdditionalJoyObjects</li>
    <li>MD2Droids</li>
    <li>MD2Industry-8</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
    <li>Medical Drinks</li>
    <li>FishIndustry</li>
    <li>Norbals</li>
    <li>Pirates!</li>
    <li>PreTranscended</li>
    <li>PrisonImprovements</li>
    <li>Hospitality</li>
    <li>AutoHuntBeacon</li>
    <li>AbilityPack</li>
    <li>AlienAnts</li>
    <li>MechaTanks</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. MMS</li>
    <li>PowerCell-PowerCell1.0</li>
    <li>Cell buider</li>
    <li>GaussWeapons-GaussWeapons1.2</li>
    <li>FlameWeapons-FlameWeapons1.2</li>
    <li>LaserWeapons-LaserWeapons1.2</li>
    <li>PlasmaWeapons-PlasmaWeapons1.2</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.0</li>
    <li>PowerArmourMKII-PowerArmourMKII1.0</li>
    <li>Mending</li>
    <li>LT_Infusion</li>
    <li>Pawn State Icons</li>
    <li>RWAutoSell</li>
    <li>EdBInterface</li>
    <li>Zombie Apocalypse</li>
    <li>CrashLanding</li>
#28
Outdated / Re: [A9] Prison Improvements v1.1
July 15, 2015, 04:12:36 PM
Update all is not to easy :( camera is f.ck hard with new assembly
this is only small update :)
Build prison hall + yard  + cell (one sleep spot) + nutritient paste dispenzer  (all conneck with cell door) -> prisoner will be happy :)
it is All idea :)

Description -> Cell dorrs is able connect room and all mark as prison, prisoner can pass
#29
Outdated / Re: [A9] Prison Improvements v1.1
July 14, 2015, 11:21:27 AM
Hi i update the mod a heavy reduce them to only CellDoor.
You can make big prison with outdoor blocks a separe cells. (Recommed use SC core -> add fence ;) )

[attachment deleted due to age]
#30
send me autor i ask him :)