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 Imperial Guard *beta released* 
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Joined: Tue Aug 21, 2007 2:55 pm
Posts: 948
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Post Re: Imperial Guard *beta released*
I don't think it's ok for a laser weapon to kick so much that you fall off a ledge.


Fri Feb 27, 2009 9:14 am
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Joined: Mon Jun 04, 2007 5:55 am
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Location: Ohio
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Post Re: Imperial Guard *beta released*
There are 3 ways to get past kickback on a gun.

1 round = AEmitter,
AEmitter emits the bullet.


2 Round = TDE
TDE Instantly explodes into the bullet
This doesn't work correctly up close.

3 Round = null
Shell = Round
Shells do not kick back guns, Shell Eject Offset = Muzzle Offset, Shell Velocity = Round velocity, Rotational velocity = 0.


DLed after submitting post.


Fri Feb 27, 2009 12:21 pm
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Joined: Fri Jan 23, 2009 2:01 pm
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Location: London, UK
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Post Re: Imperial Guard *beta released*
he sprites are awesome, the sounds are awesome but the lasers to powerful, practicaly marched right up to dummys on tutorial mission and killed them all pretty fast.

I'm with the singal laser idea on this one


Fri Feb 27, 2009 1:02 pm
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Post Re: Imperial Guard *beta released*
I Like it.


Fri Feb 27, 2009 4:29 pm
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Post Re: Imperial Guard *beta released*
I liked it as well, hell it's my second fav gun in the whole of CC (1st being Gotcha!'s Dragonvo sniper rifle)

But in terms of the 40k thing, it's way over powered, I tryed it against a space marine and got him in 3 shots

Other than that this mod is gold, and it'ss only a beta so what does that tell you?


Fri Feb 27, 2009 8:30 pm
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Joined: Fri Sep 14, 2007 9:52 pm
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Post Re: Imperial Guard *beta released*
Hey, I don't see a beta...


Fri Feb 27, 2009 8:59 pm
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Joined: Wed Jul 30, 2008 10:27 pm
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Post Re: Imperial Guard *beta released*
Beta please?


Fri Feb 27, 2009 10:08 pm
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Post Re: Imperial Guard *beta released*
*cough*page 5*cough*. Sorry, tickly throat.


Fri Feb 27, 2009 10:41 pm
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Joined: Sat Dec 16, 2006 2:50 pm
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Location: Vaughan, Canada
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Post Re: Imperial Guard *beta released*
Calling you on ripping off the Bear Federation Gauss Rifle :o

(which is fine for now, but it's pretty much the same damn thing with different sprites. Same thing with the Krak grenade.)


Sat Feb 28, 2009 3:48 am
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Joined: Mon Apr 07, 2008 5:25 pm
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Post Re: Imperial Guard *beta released*
And head is taken from Bear Federation as well, still whats the big deal? Well it would be good idea to ask Ivan about this, if it hasn't been done yet.


Sat Feb 28, 2009 4:56 am
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Post Re: Imperial Guard *beta released*
janekk wrote:
Well it would be good idea to ask Ivan about this, if it hasn't been done yet.


Just so you all know. Ivan is next to fully credited for this. I forgot to put the credits in the beta folder but it will be with the release.


Sat Feb 28, 2009 5:19 am
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Joined: Sun Feb 08, 2009 7:10 pm
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Post Re: Imperial Guard *beta released*
Um if you look down with them their head comes off....it kinda floats but other wise good mod


Sat Feb 28, 2009 7:11 am
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Joined: Mon Jan 19, 2009 11:19 am
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Post Re: Imperial Guard *beta released*
Alright, I'm gonna be really picky and say that lasguns have no recoil. There I said it.


Sat Feb 28, 2009 7:56 am
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: Imperial Guard *beta released*
janekk wrote:
And head is taken from Bear Federation as well, still whats the big deal? Well it would be good idea to ask Ivan about this, if it hasn't been done yet.

-_-"
Space marines also used the same folder arangement... same .inis... meh... does it really matter?

Also,
Darkblade wrote:
Alright, I'm gonna be really picky and say that lasguns have no recoil. There I said it.

Correct, you're being really picky.


Sat Feb 28, 2009 9:10 am
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Post Re: Imperial Guard *beta released*
It's a nice mod. I changed the head because the old one really bothered me.
The las-guns almost seem stronger than Ivan's bolters. The sound also needs to be changed, and the Guardsmen seem a little strong.
Other than that, great mod!
(I also see that you have a head sprite from my Dark Angels mod. (though not used))
Good to feel loved.


Sat Feb 28, 2009 12:34 pm
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