Cylon_Luvr

Cylon_Luvr

Joined Member # 4341995
2 Posts 9 Replies 636 Reputation

Here are my changes: Some of the icons seem to have changed to a purple colour? I've listed them below: Hand of God tree --> Model subsystems --> CP Missiles, Heavy Missile Turrets, Heavy CP Missiles (all seem to have a purple tinge?) Hand of God tree --> Model Projections --> Regeneration Hand of God Tree --> Model Projections -->

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[quote who="ZombiesRus5" reply="2795" id="3635761"] I also have a prototype for a Resurrection Hub that can FTL jump but is still tied to using the Superweapon limits. The hub will use the Frigate Colonizer AI. I'll want your feedback on that approach and ways to maybe improve it when you get the new build [e digicons]:cylon:[/e] [/quote] Oh wow how did you manage to do that? I played around with that for ages trying to get that

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[quote who="ZombiesRus5" reply="2739" id="3633157"] I emailed you the mesh and reduced textures for in game. I'm glad he's including the high fidelity textures. It makes it easier to craft good icons and perform reductions in the texture on the original image. [/quote] Forgive my ignorance, but why do textures need to be reduced? (I don't really understand how this stuff works). Wouldn't that mean that the detail is also reduced?&

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[quote who="Mord_Sith84" reply="2730" id="3632192"] Introducing... the replacement for the Guardian MkII! Its now called the "Nanostar". It will also have a cool ability effect which is designed specifically for this model. I'll send the files to you soon Z. Reduced 44% <img src="http://s31.postimg.org/rms5i4pdn/screen02_jpe

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[quote who="ZombiesRus5" reply="2690" id="3609764"] Quoting Cylon_Luvr, reply 2689 So I'm guessing there wont be an updated version before Christmas? [e digicons]:blush:[/e] I'll likely have a release when 1.83 goes live on steam. I just downloaded the beta-optin. Won't be

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[quote who="Mord_Sith84" reply="2685" id="3603537"] Z.... The model for the Guardian basestar is complete (10.2K polygons), but it needs a good UV and a texture. Is this something that you could help out with? I've emailed it to you. Also, I would like to change the description for the artifact that I created (Nimbus Artifact). Please change the description to: StringInfo ID "IDS_ARTI

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[quote who="ZombiesRus5" reply="22" id="3598807"] Try this version: https://dl.dropboxusercontent.com/u/5790092/Temp/BuffAlienBeamSpawnDamage.entity [/quote] Awesome!!! It's working perfectly now! Thanks so much Z. Do you have a model that you can use for the artifact? I put together some strings for you: St

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[quote who="ZombiesRus5" reply="18" id="3598221"] Quoting ZombiesRus5, reply 17 If you want a Beam type energy weapon then you can clone BuffChargedMissilesSpawnDamage.entity and BuffChargedMissilesLightDoDamage.entity. The targeting and weapon effect is in spawn damage. The damage is performed in do damage.<br /

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[quote who="ZombiesRus5" reply="14" id="3595831"] It looks like you've tried to merge ApplyBuffToTargetsInColumn with ApplyBuffToTargetsInRadiusWithTravel which isn't going to work. While google code is around you can see the syntax rules on this wiki I created: https://code.google.com/p/soaseplugin/wiki/RebellionSyntax Also, I'm not sure ApplyBuffToTargetsInColumn will work in

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[quote who="ZombiesRus5" reply="14" id="3595831"] It looks like you've tried to merge ApplyBuffToTargetsInColumn with ApplyBuffToTargetsInRadiusWithTravel which isn't going to work. While google code is around you can see the syntax rules on this wiki I created: https://code.google.com/p/soaseplugin/wiki/RebellionSyntax Also, I'm not sure ApplyBuffToTargetsInColumn will work in

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[quote who="ZombiesRus5" reply="12" id="3595739"] Quoting Cylon_Luvr, reply 11 Sure did... I can get it to work for missile weapons and lasers... but not for beam weapons? Weird... It must be a problem with the code itself. Maybe I could send the buff file to you and you can run it through your program to

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