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[SS] CornCobMan's Fun Mod version 1.75 (07/05/2013)

  1. #2251
    Huh? You can't set the rotation rate to zero or something really small?

    What about doing this?
    GameData["moving_ext"]["acceleration_time"] = 100.00000
    GameData["moving_ext"]["rotation_rate"] = 0.00000
    GameData["moving_ext"]["speed_max"] = 0.00000
    GameData["moving_ext"]["turning_behavior_template"] = "walker"

    I'd think that the last one would be a big help, "walker" templates have difficulty turning in place. Even if you can't set the rotation rate to zero for some reason, having a long acceleration time and the walker turning behavior template should mean that the unit doesn't bother to turn in most situations. Also, make sure you don't have
    GameData["combat_ext"]["hardpoints"]["hardpoint_01"]["use_for_facing"] = true
    for your weapon hardpoint.

    If the hardpoint isn't set to make the entity turn in the direction the weapon is pointing, the entity should have no reason to turn in the first place, regardless of being able to do so.

  2. #2252
    Cool concept with the deep striking turrets by the way. Just like normal turrets dont take up cap but can be deep striked. Me like. +
    No biggie for me if you get it fixed or not i just thought it looked funny so i mentioned it. Maybe what Chiu said works. /shrugs.

  3. #2253
    The flying one corncobman's Avatar
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    I've already set the rotation rate to 0.

    I'll try the other things to see if they make a difference.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  4. #2254
    Try setting the rotation rate to 0.00001 rather than zero. Setting it to zero might just cause the setting to get ignored. 0.00001 makes the turning rate imperceptible.

  5. #2255
    What abouth putting in the other two superheavy ig tanks? The shadowsword and the Stormsword. Might be overdooing it seeing you can only have one at a time, but since the models do exist and the building have plenty of free slots...
    Also what abouth letting the leman russ upgrade to a different main gun, there exists a buttload of leman russ varient models out there, i guess you aint to keen on introducing them, and seeing that you can only have 2 tanks i do see the logic in that, but just letting the main cannon be changed would be a welcome addition, you have the vanquisher cannon/plasma/gatling/siege/cover variants that i can think of now, i personally do think that if any the vanquisher and the plasma and maybe gatling would be my first choises in addition to the standard one. Also what abouth changing out the silly looking strafing run for the fok artillery strike or the one with the vallkyrie hoovering in the air firing off rockets. Or even add them as differtent abilities. /shrugs. Just some things that hit me when playing ig.

    Finally have you seen the brass scorp in the apocalypse mod, its a very nice model, and aint all that stuff open source.. hmm.

  6. #2256
    Shadowsword's been discussed several times. Corncobman doesn't want it in because it doesn't fit the game as it's titan-less, same with the Necron Pylon. I haven't seen Stormsword's model. The SL mod uses the Stormblade for it unless I'm missing something.

    I feel indifferent towards the Russ variations. Yeah why not.

    I haven't seen those fx from FoK but if they look cooler then I would welcome them as well.

    I've been looking into the Brass Scorpion as well, but I don't know if it would fit. Most I can think of is being the Defiler's replacement if you go Khorne. Or maybe in the campaign (but I don't play the campaign). Chaos has a lot of toys by now.

    Since we're being greedy here I might as well dump all the candies that I'd like to see magically appear in this mod in the near/mid/hopefully not very distant future:

    SM:
    - Venerable Dread (Corn said he'd put it in when FoK's Chaos Dread was available but I'm not seeing this happening anytime soon :<)
    - Ironclad Dread (alternative to Venerable Dread?)
    - Honour Guard + Chapter Champion (+ Standard Bearer?) (different squad from Chapter Master, since CM is too awesome to lose his jump pack?)

    Chaos:
    - Renegade Militia (alternative to Cultists? Heavy Weapon or Veteran as squad leader? Afterall, Eldar have regular and storm guardians as first choice)
    - Night Lords Chaos Lord (god I have no use for him but he looks awesome with all those bat wings. Too bad PoK doesn't allow to give him jet pack without losing his batman suit)
    - Alpha Legion and Iron Warrior Lords (equivalent to Techmarine and Chaplain heroes? Although Chaos already has the Sorcerer for T2...alternative to Sorcerer and call them Champions and not Lords?)

    Orks
    - PoK models for Tankbustas + Tankhammer option
    - Battle Fortress

    Eldar
    - Nothing, I guess. War Walkers and Jetbikes/Shining spears are nothing very attractive

    IG
    - Nothing besides the Shadowsword. If you're going to put that Valkyrie run maybe add Vox Caster in the Command Squad, and maybe the Standard Bearer. Or the Lieutenant?

    Tau
    - Nothing. Until Apoc 2012 is released as well as their fantastic hazard suits. Gue'vesa for the sake of asking (alternative to Pathfinders?)

    Necrons
    - Same as above for the Tomb Stalker

    Dark Eldar
    - Reaper artillery tank
    - Shadow superheavy tank

    SoB
    - I wish there was anything

  7. #2257
    There's a reason why I didn't reply this via PM. I want the crowd to listen in. I deeply apologize by the way if I'm stealing any thunder here but I need to get this information bold here, related via the above posts.

    I think it is time I revamp the Apoc mod Terms of use. That thing was supposed to scare people on purpose who take without crediting. All over DOW, people just make mods, take material from others, and not mentioning the authors in credits, I hate that. The terms of use was originally created by my dad who sent that to some lawyer or such making it protected, but he did not in any way make it sound scary and 100% unfair or drastic. I revamped it sort of to my own way of permissions and material use throughout all Apoc mods, so in case you are wondering, I am ONLY strict to enforce credits. Not crediting people is going on everywhere throughout private mods and DOW Gamefront, and again I hate that, hence my dad came up with an idea and made an official letter to not steal Cosmo's stuff.

    I repeat to Corncobman once more, The Apocalypse Mod material is 100% free use unless permission to use is denied. Even the Rev. Titan, Aeonic Orb, Doomsday Monolith, all of it, we just require favors from people is all if we let you have the Rev. Titan, Doomsday Monolith, and Aeonic Orb because I am evil. Soon it'll be the Arka Cannon, but anyways...

    Please feel free to use our material! And because it is you Corncobman, the flying one, (should redo that as the "awesome one") don't even bother crediting us bro. All I want is to see our models in another mod that is already released! I am tired of DOC and Whiteshield's mod sitting there in the unreleased zone, having my models unplayed with by me. I am tired of sitting back being unhelpful to the community because they think the Apoc Mod terms of use = "Your head." It's just to scare people is all.

    Please, please consider using our models. I'll even credit you for using them, I'm that anxious, I beg of you, don't let Cosmocrat and I suffer this retched heresy!

    Thanks for hearing me out, Cylarne.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  8. #2258
    The flying one corncobman's Avatar
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    I may add some Apocalypse Mod stuff in the future, but I'm not really sure. The licence isn't what's stopping me, believe me. It's more of my can-I-be-arsed-ness. As has already been said, some of the stuff might not fit well with the scale, but some of the stuff mentioned has been in my radar for a while.

    Of course you guys will get credit for any material I do add.
    Last edited by corncobman; 28th Sep 11 at 9:42 PM.

  9. #2259
    I may add some Apocalypse Mod stuff in the future
    Woohoo!
    but I'm not really sure.


    As has already been said, some of the stuff might not fit well with the scale
    Not even the new Hammerhead Gunship upgrades?

  10. #2260
    RMX: if hes going to add renegade militia he might aswell make it into a new "mark" type with access to some IG vehicles and stuff. Besides that i like your wishlist!
    And yeah some apocalypse stuff would be nice, although no titans hehe, they dont fit your small scale concept.

  11. #2261
    The flying one corncobman's Avatar
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    Not even the new Hammerhead Gunship upgrades?
    New Hammerhead upgrades while they look pretty cool, they don't interest me as much as say a new gunship like the Swordfish or the massive battlesuit XV-202 Mako.

  12. #2262
    Someone need to make a manta, that pluss the railgun toting flier is all the tau need in the super heavy department.
    Titans and tau go together like uhm something that meshes really badly.

  13. #2263
    Oh boy, I wish I had finished that Swordfish of mine. All I did was put a couple of cylinders together and called it a day. It wasn't even rigged properly. I suck with 3DS (I am more comfortable with Maya, and still...) and porting to and from DoW was such a hassle.

    @Pedro: I asked Corncob if he was interested in making more branches for Chaos but it didn't sound like a very good idea, and I personally don't really want to see IG vehicles in the Chaos army

  14. #2264
    It may become to much for one faction in comparison to the rest. Seeing chaos will have so much more fun toys to play with will make others jealous.
    I wouldent care if chaos mark: renegades or whatnot got SOME ig vehicles like basilisks, chimeras.. but i would not like it if they just got a bluecopy of what ig got. Also it would have been nice with chaoticsounding voices and some spikes and stuff. Hehe. But lot of other stuff to do before that i reckon.

  15. #2265
    The flying one corncobman's Avatar
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    On a semi related note, the next release will contain Ork Tankbustas with Tank Hammers. Also Bomb Squigs for extra *KABOOM*!

  16. #2266
    Awesome. I had no idea Bomb Squigs were finished.

  17. #2267
    Awesome, we're all doing wishlists! I believe in miracles!

    I wish the DE did not have such a big base to build. It kinda sucks. The Wych Cult Arena and Homunculus Lab should be taken out, and their research crap relocated to the HQ (WCA) and Soul Cage (HL). After the fourth tier upgrade (which is upgraded through the soul cage now, since the building is now available early) the Soul cage should get weapon like the Slave Chamber, except there is no projectile. The attack is instantaneous with a faster RoF, but smaller AoE. The attack would be omindirectional, like how IG garrisoned building attacks are. Slave Chambers are out, replaced by portals like the ones in DoWPro (the casting ones used by Archons and Slaves and shit, and vehicles can go through it). They are built in can teleport themselves, just like the DE Mod! population cap should accumulate through Tier teching. That's just like the Eldar, right?

    - - -

    I would much prefer the DE to have something like the Eldar's base construction layout with their small buildings and the small number of said buildings. Kinda similar to what that DE mod was implementing, except the spaceship HQ idea to me doesn't quite fit. I think the DE should not even have an HQ structure, just portals and production portals (which can also act like portals, not just production) that teleport around, and with only one grounded tech structure that would be quite unique, somehow, someway... cloaking radius perhaps?

    But a man can dream... A man, can, dream.
    Destroy to create. All for the hunt to dominate.

  18. #2268
    Smaller base for dark eldar im good with, portals too, although they should definitly not get any more shooty buildings or turrety things imo, as it stands now i feel dark eldar are the best at base defence with all those soul chambers+morale draining buildings and thats for me really not a role they should be in. They are raiders not siege engineers.

  19. #2269
    Dark Eldar building size has been a common complaint ever since the Soulstorm demo.

    It would be nice to reduce the bulk wherever possible.

    Also, I've noticed that Chaos Marines use parts from cult Marines when going Slaanesh and Nurgle, but these parts aren't TCable so they look a bit weird. Wouldn't it be better if you made those colorable? You'd probably have to duplicate the models, use the TCable skins and make the marines draw parts from there, wouldn't you?

  20. #2270
    The stormsword is a close combat variant of the baneblade, it has flamers and a huge demolisher cannon. Would fit in well with the other two superheavies for sake of more choices and variety. But i reckon it wouldent be very high priority seeing ig allready have 2 supertanks.
    I would like techmarines for builder units for sm like in fok, and a servitor retinue for the boss techmarine, would also be nice with servitor retinue for the techpriest. This would spice them up abit imo.
    Also what abouth implementing the background war sounds from dowpro. It gives a good mood feeling with some weak blasts and gunfire in the background even when things are quiet.
    By the way what is this shadow dark eldar tank. I have never seen it or read abouth it in any codex or any fluff. Is it <shivers> just a dark eldar version of the scorpion someone made to beef up de or sumthing?

  21. #2271
    I personally don't want Techmarines for SM builders, given that they would be almost the same as the Techmarine hero when not upgraded with the servo-belt, plus SM servitors are distinctive enough. I already have Marine Artificiers in the Black Templar Mod so I don't really want to see them again on regular SM. But that's just me.

    Servitor models are off-limits to most mortals except the FoK team, and I prefer to keep them in the Daemon Hunters mod as well.

    I don't have an opinion about DOWPro background sounds, but I've recently had bad experiences with music in DoW so I don't really know what I'd like more.

    The Shadow tank is one of those things mentioned once in some WD issue and one day somebody makes a model out of that, but yes it's kind of a Scorpio for Dark Eldar
    http://www.dakkadakka.com/dakkaforum...st/237573.page
    It's also in the Ultimate Apocalypse mod.

  22. #2272
    Member PsykoTenshi's Avatar
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    The links (all three of them) are not working for me at this moment. Can anyone confirm?

    Edit:
    Links are now working.
    Last edited by PsykoTenshi; 3rd Oct 11 at 3:36 PM.

  23. #2273
    Member Rotlung's Avatar
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    Agree on DE buildings being smaller. Hall of Blood, Wych Cult Arena, Soul Cage and Slave Chambers could use those. Portals for DE would be interesting, but I don't think the AI would use them very well, if at all.

    I think SM having their default servitors as builders is a really unique feature of DoW1, and it distinguishes them from the Techmarine hero as well as the IG Techpriest.

    Background war sounds is largely a preference thing. Not everybody would like it. Maybe as an addon to the mod? Or just play a recording of war sounds in the background while you're ingame.
    Quote Originally Posted by chelovek_veliki
    Three FW squads plus Pathfinders plus snares and your base will be as unapproachable as I was by girls in high school.

  24. #2274
    The flying one corncobman's Avatar
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    @PsykoTenshi - Yeah the website appears to be down at the moment.

    @RMX - I've tried to change the Chaos Marines to be fully team colourable but it's a little bit beyond my skills at the moment, because I don't know which parts correspond to which areas of skins and skinning/texturing isn't really my forte.

    DE Shadow Tank looks interesting but a little big judging from the photos. As has already been mentioned having Techmarines as builders would be hard to distinguish from the Techmarine hero.

    I'll probably reduce the clipping size of some of the DE buildings. I thought I had done so for some of them such as the Soul Cage, I don't know why but they now appear to have the original sizes.

    As for reducing the number of buildings, I don't really think it's a good idea because of the way the Slave Chambers are currently working as the Soul Resource supply as well as serving as the base defenses.

  25. #2275
    Switch one of the bulkiest ones with the portals. That'd probably save a lot of space.

  26. #2276
    Member Rotlung's Avatar
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    I'm personally not in favour of removing stuff from the original game. Buildings which only serve a research purpose can be placed elsewhere outside the base anyway, and if destroyed, they can be rebuilt without re-researching everything (unlike buildings with addons like HQ, LPs and some IG/Eldar buildings). You'll see this behaviour rather often with the AI.

    That said, if there are bright ideas (that are implementable), it would be possible to make the research buildings a little more interesting to use (hell, virtually all of them have soul shock cages now), though I think the race as a whole is already more challenging to use than others.

  27. #2277
    Then I guess the way it's now it's fine.

    I found the Chaos AI slacking in a 3v3 game the other day. It only built cultist and it didn't seem like it was rushing to T2 (because by the time everyone was T2 it was still spamming cultist). Maybe it was the map, but it wouldn't hurt to check. All I can say is that the AI had chosen Khorne as its mark.

  28. #2278
    Member Rotlung's Avatar
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    Updated half-gridkeys at http://www.megaupload.com/?d=BKBC1SWT

  29. #2279
    love this mod playing it everyday was wondering if theres a chance to have the SM bikes

  30. #2280
    The flying one corncobman's Avatar
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    Bikes, most likely not due to pathing and general clunkiness.

  31. #2281
    Member PsykoTenshi's Avatar
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    Quote Originally Posted by corncobman
    Bikes, most likely not due to pathing and general clunkiness.
    Just out of curiosity, this means that making for example Land Speeders fast as hell (like in the Ultramarines movie) would be more difficult than worth it?

    I have this crazy ambition of making a mod where Space Marines are "OH CRAP 4 SPACE MARINES!" and fire actual explosive huge bullets, guardsmen are only useful if you bring squads of 40 or more, and so on. I would like to make that happen in DoW in the future (and this includes faster Land Speeders).

    (edit)
    @Chui ChunLing: Thanks. Gonna try that right now at least something unexpected comes and stop me. As they say in the internets: Your awesome.

    edit 2:
    @ RMX: (reads comment) Yeah, from I read bikes aren't the best ide-- ... wait ... Keeper of Secrets?!?!?!?!?!?!
    Now it is my duty to play DoC
    Last edited by PsykoTenshi; 8th Oct 11 at 5:18 PM.

  32. #2282
    Member GrOrc's Avatar
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    To corncobman. Today I have first look at the files of this mod. I never looked on this mod before. Incorrect phrase in your readme-file, credits section.

    GrOrc for his OE work on the Great Unclean One.
    Not only OE. Correct phrase:

    GrOrc for his OE and some animation work on the Great Unclean Ones.

    I made some anims for this model. You are using my WHM-files too. Incidentally this phrase is not present in the first post of this topic.

    Also you are using my Stormblade fix.
    Last edited by GrOrc; 8th Oct 11 at 10:58 AM.
    >>> Titanium Wars Mod <<<

  33. #2283
    @ PsykoTenshi: I'm thinking that the landspeeder has fewer issues with pathing because (as a skimmer) it is able to use a very small footprint, anywhere you can stick an individual infantry unit, you can usually put a speeder. Bikes, being on the ground rather than floating above it, have to be given a more substantial footprint to avoid having people standing in part of the bike or part of the bike going through people as it zips about. Bikes are also typically arranged into squadrons rather than as single units, and this markedly amplifies pathing difficulties.

    If you want to make a landspeeder that has speed 80. go for it. Then try and see what happens when you've got 4-5 maxed out squads of space marines trying to go one direction and you tell a few landspeeders to go through them the other direction...then back through them to get to their destination first. See what happens. I suspect that it won't be too horrible.

  34. #2284
    Wasn't there a mod like that already called Movie Marines or something?

    In their current state not many people are interested in bikes.

    How I wish we could get into this mod some of the stuff DoC showcased in their alpha. Namely the Keeper of Secrets.

  35. #2285
    The flying one corncobman's Avatar
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    @GrOrc, thanks for the clarification. I will update it as soon as possible.

    I was planning to release some time this weekend but I was out pretty much all day.

  36. #2286
    Member Avatar 720's Avatar
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    Just DLed the latest versions and went up against Tyranids on Standard (with loads of the game options, namely the fastest build speeds, maximum added ability range and faster ability recharge, Fortress... I can get a better list if you need one, but damage was untouched, as was health though) first with IG, then with Tau:

    IG:
    Basilisks seem to require babysitting when using their Earthshaker rounds. I'm not sure if this is because of the faster ability recharge (but it doesn't affect anything else) but you need to time the Earthshaker rounds perfectly, otherwise the Basilisk will simply charge up the shot, and then fire off a normal round before it's complete and you have to start over.
    The Stormblade's Plasma Blastgun damage is negligible against everything but regular infantry, and the Hive Tyrant seems all but immune to it - I haven't tested it against any other Commanders though, so it might just be his Commander armour type.
    Inquisitor's Smite ability doesn't seem to do any damage at all.

    Tau:
    The last version I played was 1.63, and somewhere between then and 1.68, the Ethereal's Manta Strike ability seems to have disappeared, but it isn't listed in any of the changelogs.
    The Ethereal's remaining bombardment ability seems to do minor damage to anything but infantry, and in a relatively small radius from each blast. tested on Jungle Walls near one of the bridges, where everything is funneled in tight (originally chose this map to have some fun with the Manta Strike and watch some Nids fly), and the Hive Tyrant and Carnifexes were barely grazed whenever they were struck.
    Not sure if it's because of the shorter ability recharge (nothing else suffers from this) but sometimes when you perform a Seeker Missile Strike with a Skyray, you need to hit 'Stop' after it's let fly with the missiles, otherwise it'll automatically repeat the strike on the same location when it has recharged. This also happened in version 1.63.

    Tyranids:
    Biovores seem to be able to see quite far into the FoW without spotters.
    Chaos Scores:
    Wins:7/Draws: 2/Losses: 3

    Tau Scores:
    Wins:5/Draws: 1/Losses: 0

  37. #2287
    The flying one corncobman's Avatar
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    Relic units do less damage to commanders and vice-versa. Inquistor Smite ability is mainly for the knockback.

    Manta Strike requires a relic apparently, but the icon disappears when you can't use it. I will fix that for the next release.

    Biovores have a sight radius of 30; for reference, Whirlwinds have a radius of 35

  38. #2288
    I think your Earthshaker problem is common in DoW, I've lost many a skill because the casting isn't instant and something changes (unit is knocked back)

  39. #2289
    Member PsykoTenshi's Avatar
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    Quote Originally Posted by RMX
    I think your Earthshaker problem is common in DoW, I've lost many a skill because the casting isn't instant and something changes (unit is knocked back)
    Mostly desperating when trying to teleport your leveled up Commander (with Heroes wincondition) away from certain death and... "A wild Rocket Launcher troll appears!" "Rocket Launcher troll used teleport knockback fail! It's super effective!" Your commander's teleport ability is used but the now damned guy stays there, and dies.

    I try to things with humor since my gaming comp has fallen to some black magic and will not even show me the BIOS. Any help with that will be widely appreciated (PM me if you know a way of restoring the BIOS when the restore jumper somehow doesn't work).

    Last second edit:
    I do not by any means want to derail the thread. I just need help with this problem, so if you got something of help PM me.

  40. #2290


    There's some texture missing there. Also, I'm not sure if the twin-linked assault cannon upgrade works properly. I think something weird happened and one of my predators didn't upgrade. EDIT: Yep, the Assault Cannon add-on does nothing.

    You can now check Kaurava Crusade's Techmarine voice set to see if you want it in here.
    Last edited by RMX; 13th Oct 11 at 11:40 AM.

  41. #2291
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    Hello corncobman. Some time ago I wrote here about AI in easy.You know something about it ? Will fix it in future? Sorry my English and thanks for your attention. Great mod.

  42. #2292
    The flying one corncobman's Avatar
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    Does anyone else have this texture problem?

    The Predator Turret upgrades require the Armory building and Heavy Armor Deployment research.

  43. #2293
    I don't have the texture problem... I THINK.

    But anyways, I tried out your Necrons today and finally gotten passed Tier II for the first time, your Necrons are GREAT. Two Pariahs, THREE Monoliths, it was a blast. I also noticed this picture...


    I could only have four hero icons. How come this picture shows 5 heroes? Is this from the Fun Mod?

  44. #2294
    False alarm. As usual it's the Kaurava Crusade mod conflicting with CCM. I'll see if I can fix it by myself.

  45. #2295
    The flying one corncobman's Avatar
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    @Cylarne_04 - Yes, that picture is from my Fun Mod. I modified the taskbar.lua and the gamescreen files to enable the extra icons.

  46. #2296
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    corncobman : hello, would you mind taking a look at post 2291 and respond me when you have time.

  47. #2297
    @Cylarne_04 - Yes, that picture is from my Fun Mod. I modified the taskbar.lua and the gamescreen files to enable the extra icons.
    So... it's for next version? 1.69?

  48. #2298
    No. That's been working for a while. I complained once that it didn't work but Corn fixed it. Check your files.

    Also, I don't know what's causing that conflict. Anyone cares to help? I'll ask jONES for help later if I can't figure it out.

  49. #2299
    The btn_hero 5-8 is not being called through the taskbar.lua. That's the problem I found.

    ----------

    The btn_hero 5-8 is not being called through the taskbar.lua. That's the problem I found.

    EDIT: It now works on my end.

  50. #2300
    Also, Predator's Heavy Flamer upgrades don't work either when using CCM along with KC.

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