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 Post subject: New weapons in the retail mode
PostPosted: Wed Jan 25, 2012 1:15 am 
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RepCom Mapper
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Ironhide wrote:
Some of you might know the weapons that I made for WarPack 6 (Shock Rifle, Burst Gun, Smoke Nade, Flash nade, Grenade Launcher).

When you wanted to play with these weapons you had to launch the WarPack 6 icon on the desktop and could only join a WarPack 6 server then, not normal servers. You had to close and restart the game everytime you wanted to switch between WarPack and normal RepCom.

However I worked on this again, and it is now possible to play with these weapons in the normal game mode without restarting at all and you can join all servers. :)

I just finished this and uploaded a few videos to Xfire, here you can see that joined a public TX server (normal mode) first and then opened an own map with a few weapons (not smoke nade cause this one has to be enabled in the system/server ini before):
http://de.xfire.com/video/536bc8/

Of course the server has to suppor these weapons, same counts for the map. So you can't just use them on any server. =D

This could be fun for matches, what do you think?

EDIT: Forgot to say that I removed flash nade (cause it was annoying) and grenade launcher (overpowered). But I will probably create 1-2 more anyway.

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 Post subject: Re: New weapons in the retail mode
PostPosted: Wed Jan 25, 2012 2:02 am 
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Nice! Some more weapon would be nice (totally new ones, maybe from UT).

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 Post subject: Re: New weapons in the retail mode
PostPosted: Wed Jan 25, 2012 2:40 am 
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As I said before, rather than a flash grenade, have a stun grenade. This should slow down movement speed by forcing the player in walk mode and maybe even preventing sidestepping.

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 Post subject: Re: New weapons in the retail mode
PostPosted: Wed Jan 25, 2012 3:04 am 
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Crimson wrote:
As I said before, rather than a flash grenade, have a stun grenade. This should slow down movement speed by forcing the player in walk mode and maybe even preventing sidestepping.


This is a really great idea. Would make it more tactical then a flash grenade.

Also really great job on bringing them into the retail game.

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 Post subject: Re: New weapons in the retail mode
PostPosted: Wed Jan 25, 2012 1:26 pm 
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Very good job Iron! Again!

You can have a look to CSS or COD for any ideas for new weapons,
Also the flash nade would be very cool on the CS mod (search and destroy), Phobos should finish it if he have time, I've some ideas for this mod which would be great, we just need some news maps looking those of counter strike... Volo started one which was really well done but he never finished it... Maybe you Iron or Numb as you are both really good mappers could finish it?

Those weapons on a search and destroy mod on a great map like de_dust2 would be just GREAT!

I'll talk to Phobos about this

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 Post subject: Re: New weapons in the retail mode
PostPosted: Wed Jan 25, 2012 7:14 pm 
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rocket/aa is enought tbh

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 Post subject: Re: New weapons in the retail mode
PostPosted: Fri Jan 27, 2012 4:17 pm 
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Wel tbh i didnt like the new weps in wp6. The uzi is forever stuk in my mind as just that and same for elitebeam ! But the firesounds and damages are good just the mesh is throwing me off..
Ive made new weps pak (thanks to CCPIV for new wep script ) which "when finished" you can have .
Ive added in
1. Bacta reviver (ELECTRO SHOK) as a close combat electric shok gun
2. COMBOW a modded xbow but semi auto and no Skewer/bounce
3. HEAVYUZI a uzi firing Heavy rifle shot
4. DC15BlasterClone
5. SBDBlaster
6. DroidekaBlaster
7. DroidBlaster (more faster firing like DC15pistol)
8. ELITESONIC elitelaser but fires sonicturret ammo
9. BIOSLUDGEGUN wookiewelder but fires acidic biosludge ammo
10. CCPFLAMETHROWER wookiewelder flamethrower shot made by ccpiv
11. DCROCKET dc17aa but fires gunship line of sight rokkets like an Armburst
12. GeoForcePike a melle wep
13. GrievousGuardStaff a melle wep electrocutes
14. SlaverBlade a melle wep
15. MegaCannon a portable antivehicle cannon firing dsd shot
also been making a few weps with laser sight or flahlight attachment under barrel the uzi,dc17blaster,dc15blaster and maybe dc15pistol.
:wink:

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 Post subject: Re: New weapons in the retail mode
PostPosted: Fri Jan 27, 2012 4:54 pm 
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What about a CSS mod with terrorists and anti terrorist skins + reals weapons on a good search and destroy mod :>

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 Post subject: Re: New weapons in the retail mode
PostPosted: Fri Jan 27, 2012 5:12 pm 
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DC.LegenD wrote:
What about a CSS mod with terrorists and anti terrorist skins + reals weapons on a good search and destroy mod :>


Just play counterstrike? :D

I've never seen the point of converting a game to be the same as another except for increased graphics like the Crysis Oblivion project.

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 Post subject: Re: New weapons in the retail mode
PostPosted: Fri Jan 27, 2012 5:23 pm 
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It is only for the fun!

Playing CSS with rc gameplay

Also it would be another cool mod for rc (:

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 Post subject: Re: New weapons in the retail mode
PostPosted: Fri Jan 27, 2012 8:57 pm 
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DC.LegenD wrote:
Playing CSS with rc gameplay

Yes!

Nice weapons, good job! :up:


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 Post subject: Re: New weapons in the retail mode
PostPosted: Sat Jan 28, 2012 6:09 am 
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Danke homes ! i make it a generic style for sandcrawler old skool style maps wher noobing wasnt shameful ! Gotta appeal to all ! but obviously any1 can alter it to their own specific tastes,
more choice in weps and u only use what u want (mappers). :cool:


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 Post subject: Re: New weapons in the retail mode
PostPosted: Sat Jan 28, 2012 7:49 pm 
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Not sure if its possable but could you make a skin mod, that you have and someone else has a different one but each player can see only their own.

I know it sound little weird but i know its possable to do this on some games wondering how possable it is.

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 Post subject: Re: New weapons in the retail mode
PostPosted: Sun Jan 29, 2012 10:48 pm 
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"Not Sure" hehe maybe ask iron as he knows almost everythin in rc. i think u maybe can rename skins in the clonesskins pakage as long as its the same size. like boss can me MP_A etc :wink:


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