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 Crobotech Beta 3.2 
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Joined: Tue Jul 21, 2009 4:36 am
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Post Re: Crobotech Beta 3.2
Is it possible that by increasing the tank cannon's SharpLength, that you could decrease the size of the increment of aiming therefore decreasing the aiming sensitivity?

Just a theory...


Sat Mar 13, 2010 3:25 am
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Post Re: Crobotech Beta 3.2
that would be more likely to work with decreasing the sharplength.


Sat Mar 13, 2010 3:26 am
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Post Re: Crobotech Beta 3.2
Geti wrote:
that would be more likely to work with decreasing the sharplength.


Not necessarily, because when you increase SharpLength the range of sight increases, and so to maintain accuracy increment of aiming is also decreased. Otherwise one would have it to where the slightest budge of the mouse sends the reticule flying.


Sat Mar 13, 2010 4:12 am
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Post Re: Crobotech Beta 3.2
Yeah, it does. You'll notice this with the sniper rifles and horizontal movement on the mouse.


Sat Mar 13, 2010 6:12 am
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Post Re: Crobotech Beta 3.2
Hmm, seems to be different for me...

Oh, well, if you say so, it was just a thought anyway.


Sat Mar 13, 2010 6:21 am
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Post Re: Crobotech Beta 3.2
Whenever i shoot the crab/tank things gun, I get an error, The game just ends is a better way of explaining.


Sat Mar 27, 2010 1:43 am
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Post Re: Crobotech Beta 3.2
This now has a permanent place in my heart and cc folder. :grin:


Mon Mar 29, 2010 4:43 am
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Post Re: Crobotech Beta 3.2
Did you intend to have the light trooper cost more?


Tue Mar 30, 2010 10:02 pm
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Post Re: Crobotech Beta 3.2
wow just wow this was amazing when i looked at how they change and the sounds just put this mod together the detail is awesome and the weapons are great machinegun is very realistic and im marrying the shotgun on friday :D


Wed Mar 31, 2010 10:02 pm
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Post Re: Crobotech Beta 3.2
Once again, in Tartarus, when the crobos spawn at the edge of the field, they stand still. Any other faction goes forward.


Sun Apr 04, 2010 8:38 pm
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Post Re: Crobotech Beta 3.2
It's due to the way they spawn, and aside from recoding Tartarus, they're not going to work.


Sun Apr 04, 2010 8:41 pm
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Post Re: Crobotech Beta 3.2
They wont work on anything... Ive made an MMitems for skirmish and they spawn and they just stand there. The Tank however WILL move towards the target. im guessing this is just due to Lua. :-(


Sun Apr 04, 2010 8:53 pm
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Post Re: Crobotech Beta 3.2
It's because crobotech spawns different actors. You may see 2 actors but there are about 30 i think.


Sun Apr 04, 2010 9:01 pm
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Post Re: Crobotech Beta 3.2
Just hook CreateAHuman to force waypoints on all created actors on red team.


Sun Apr 04, 2010 9:03 pm
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Post Re: Crobotech Beta 3.2
Oh god why did I ever leave the forum

These are not tears of joy, my eyes are ejaculating


Tue Apr 06, 2010 1:00 am
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