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 BLAME! CC Mod [23] 
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Joined: Wed May 20, 2009 9:59 pm
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Post Re: BLAME! CC Mod [23]
Areku wrote:
Methelina wrote:
I had planned it but i dont know how to do that :wink: Im painter but not scripter... :oops: If you want help with this, i will be a very happy girl :grin: .


The said method is actually pretty easy. All you have to do is change a few variables in the gun and mag:

Weapon:
- Change the weapon sprite to Base.rte/Null.bmp
- change FullAuto to 0
-Give it a very high RateOfFire
-Give it a low reload, but not too low.
and you are done. Now for the mag.

Mag:

-Change the mag's sprite to SC.rte/Weapons/Sprites/bladed hren.bmp
-Change the RoundCount to 1
- Give it a variable called Discardable = 0

And it's finished. That way, when you throw the blade, it seems to come out of the actor's hand, reappearing there when it has reloaded. Hope this helped. :)


Yeah! Thx, ok i will try!
*Gaussguner? :smile: Me 2*


Geti wrote:
PM me if you want help, ill be happy to for the most part, as long as you can keep what i have to download small.
also, Re: image uploading, use .png in future. also, if you save your image in GIMP as a .png, it will be smaller than it would be if you saved it in paint.


OK! Nice! One minute warning! - Ill PM 2 yoo:D
I use photoshop and corel about 10 years :P Very powerfull software to use :grin:


Tue Jun 02, 2009 5:41 am
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Post Re: BLAME! CC Mod [23]
hell yes photoshop and painter are powerful programs. i dont generally use them for spriting, but you seem to be getting a pretty sweet effect from them.. i might give them a go.


Tue Jun 02, 2009 6:44 am
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Post Re: BLAME! CC Mod [23]
Can you tweak the GBE to affect the target based on the amount of mass it has?


Tue Jun 02, 2009 4:45 pm
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Post Re: BLAME! CC Mod [23]
Sorry for the long absence=(
Hard work =(


Mon Jun 08, 2009 8:00 am
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Post Re: BLAME! CC Mod [23]
I've gotta say, I originally wasn't too interested in this mod at first, but I'm so glad I gave it a shot. I absolutely love using the safeguard drones. :D

I was using fisher once and wanted to destroy a spas12 shotgun in front of me. I shot at it and destroyed it, but my harpoon ricocheted and flew down a hall, hitting an enemy Ronin in the head. Priceless.

I very much look forward to future updates on this mod. :smile:


Tue Jun 09, 2009 2:41 am
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Joined: Tue Jul 21, 2009 4:36 am
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Post Re: BLAME! CC Mod [23]
I must say, I love this mod. I originally DL'ed it back when it was 3 actors and a laser rifle, but it's definitely come a long way.

Props :wink:


Sat Oct 24, 2009 5:30 am
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Post Re: BLAME! CC Mod [23]
This mod is nice, but I didn't enjoy Blame!.
I tried reading it after I saw this thread, read like, 5 chapters, then couldn't continue, due to the fact that the characters never seem to talk, except in short bursts.


Sat Oct 24, 2009 7:12 am
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Post Re: BLAME! CC Mod [23]
In my experience, it isn't nearly as bad as when characters talk too much.

If I wanted to read a novel I would read a damn novel.

At least the artwork is nice, which I what I think, along with atmosphere, is the manga's real strong point anyway.

Regardless, liking this mod. A lot.


Sat Oct 24, 2009 3:42 pm
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Post Re: BLAME! CC Mod [23]
UnsubRedun wrote:
In my experience, it isn't nearly as bad as when characters talk too much.

If I wanted to read a novel I would read a damn novel.

At least the artwork is nice, which I what I think, along with atmosphere, is the manga's real strong point anyway.

Regardless, liking this mod. A lot.

But, see, because the characters don't talk, I had no idea what was going on by chapter 5. What's with the thing in that bag, who are those robots, etc.


Sat Oct 24, 2009 5:14 pm
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Post Re: BLAME! CC Mod [23]
Benpasko wrote:
UnsubRedun wrote:
In my experience, it isn't nearly as bad as when characters talk too much.

If I wanted to read a novel I would read a damn novel.

At least the artwork is nice, which I what I think, along with atmosphere, is the manga's real strong point anyway.

Regardless, liking this mod. A lot.

But, see, because the characters don't talk, I had no idea what was going on by chapter 5. What's with the thing in that bag, who are those robots, etc.


Its a crazy dystopian world afterall, and there isn't much to say <kill or be killed>, that is, until later in the story when Killy meets Cibo. More gets explained as you read more. I think Biomega is your best bet in that case.


Sat Oct 24, 2009 7:03 pm
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Post Re: BLAME! CC Mod [23]
I don't know how, but I never seen this mod before :0
Its brilliant! I really like the first actor, fast, deadly and troublesome even without jetpack...
perfect shading in all actors, my greetings included the human.

I think you can improve the effects of the biggest guns, its pretty fun play with effects
to see what happend if you turn 100 by 1.000 or add some glows, or those things :)


Sat Oct 24, 2009 9:58 pm
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Data Realms Elite
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Post Re: BLAME! CC Mod [23]
I love the Drones, they are the scourge of established super forts, just send in a small platoon and the fort goes down perforated!
The throwing blade needs to orient to velocity, and the NSE is less useful than that Destroyer cannon that it is based off of.
The life seeker is too prone to fall damage ( small fall, and landing on torso always causes 10 damage ) .


Sun Oct 25, 2009 12:02 am
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Post Re: BLAME! CC Mod [23]
Woot-woot-woot! THx a lot for goood words!
I happy to see my MOD-thread Alive Again!

When i done it i have a very little skills in LUA and... scripting=) If somebody wants to help me with "Bad Parts" it will be perfect!


Mon Oct 26, 2009 8:15 pm
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Post Re: BLAME! CC Mod [23]
Methelina wrote:
If somebody wants to help me with "Bad Parts" it will be perfect!


Sadly, you can beat me up spriting very easily :-?


Mon Oct 26, 2009 11:05 pm
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Data Realms Elite
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Post Re: BLAME! CC Mod [23]
Ask the sparkle mages: geti, kyred, grif, TheLastBanana... etc.
Just ask for help in the lua scripting forums.

Send PMs, and post it publicly in your thread.


Mon Oct 26, 2009 11:31 pm
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