Advanced Weaponry Mod 1.1 is Finished

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Al Capwn
Ranger
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Advanced Weaponry Mod 1.1 is Finished

Post by Al Capwn » Fri Nov 28, 2008 1:26 pm

Ok, I've been working on this for about a week now. Here's the complete list of changes:

Capwn's Advanced Weaponry Mod:

Weapon Spawns:
-AR replaces frag nades.
-Plasma rifle replaces sniper.
-Plasma pistol replaces base pistol and AR.
-Pistol replaces shotgun.
-Shotgun replaces plasma rifle.
-Sniper replaces ridge/cave pistols.
-Rocket launcher and fuel rod are switched.
-Starting weapons (both slayer and CTF) are the plasma pistol and the AR.

Vehicles:
-Hog:
-Driver can shoot.
-3rd person passenger.
-Fires bursts of needles.
-Rocket hog:
-Same as normal hog.
-Fires fuel rods.
-Banshee:
-Primary fire shoots nerfed turret rounds.
-Secondary fire shoots anti-vehicle rounds.
-The ghosts and tanks are unmodded.

Weapons :D
-Plasma pistol (primary): Fires "taser" rounds. These do no damage, but instantly kill shields as well as stun and cause shake.
-Plasma pistol (secondary): Drops active camo.
-Plasma pistol (melee): Insantly kills.
I have named it the "ninja gun."
-AR: Shoots nerfed shotgun blasts.
-Plasma rifle: Shoots "seekers," which are like needles on steroids.
-Pistol: Is now a glock. shoots 15 rps and fires nerfed AR rounds.
-Sniper: Uses AR contrails, does 1/4 less damage, fires at 3 rps, shots have slight stun, double damage against active camo, more effective vs. vehicles.
-Shotgun: Deals very little damage, but it's shots have high(ish) force.
-Flamethrower: Fires nerfed pistol rounds. Ammo recharges over time.
-Rocket launcher: Shoots tank shells.
Fuel rod: Anti-vehicle gun. Fires plasma nades.

Misc:
-Active camo lasts for 60 seconds and respawns every 60 seconds.
-Falling will kill your shields, but it won't hurt you.

Here's the download link: http://www.mediafire.com/download.php?1ryjnzqzziz
Have fun!
(btw, I'm setting up a game now. come join if you'd like)
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TaxiService wrote:¬_¬ i'm not a quote vending machine.
http://img39.imageshack.us/img39/8052/capwnsig2s.png

theone4life692 lazy

Re: Advanced Weaponry Mod 1.1 is Finished

Post by theone4life692 lazy » Fri Nov 28, 2008 1:57 pm

Wow...

For a 1st mod im going to give it a 7.5 out of 10..

VERY NICE JOB.

Al Capwn
Ranger
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Joined: Thu Nov 27, 2008 12:28 pm

Re: Advanced Weaponry Mod 1.1 is Finished

Post by Al Capwn » Fri Nov 28, 2008 2:00 pm

It's actually my second mod. My first was a piece of crap that involved a couple physics changes and infinite ammo XD

Oh, and thx, btw. :D
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TaxiService wrote:¬_¬ i'm not a quote vending machine.
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§hÎn£¥ H€llm£†
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by §hÎn£¥ H€llm£† » Fri Nov 28, 2008 9:22 pm

wow this looks really good!
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TaxiService
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by TaxiService » Fri Nov 28, 2008 10:12 pm

oh my god! and old style mod! i didn't see any from a loooot of time!

good fucking job! :D i'll download for solidarity! XD (and i like the w in your name)
  • TaxiService! Shitposting since 2007!
MGM Sig

Al Capwn
Ranger
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Joined: Thu Nov 27, 2008 12:28 pm

Re: Advanced Weaponry Mod 1.1 is Finished

Post by Al Capwn » Fri Nov 28, 2008 10:48 pm

Thanks :P I just got out of a game of this. I further modded the plasma pistol's melee to have a force of 20, just for effect. Now whenever I punch people, they go flying :D Soooo much fun. I like the new avatar, btw.
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TaxiService wrote:¬_¬ i'm not a quote vending machine.
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G[v]N
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by G[v]N » Fri Nov 28, 2008 10:58 pm

A classic-y oldstyle mod which pwnz most 1st and 2nd mods. :P
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by Modzy » Sat Nov 29, 2008 12:49 am

I remember making a mod like this when I first came here, my ass got flamed for it. O_O

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Re: Advanced Weaponry Mod 1.1 is Finished

Post by Fonzeh » Sat Nov 29, 2008 2:53 am

--Posting with Snake .6 Internal Beta--

As true as that may be Mawdz, I'm sure it wasn't as nice as this. Besides, In every topic, there is a Troll...



I'd Download but I haven't incorperated Downloading in this bastard yet...
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crazyshroom
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by crazyshroom » Sat Nov 29, 2008 9:37 pm

next time you should make a zip file or folder in a zip file
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Al Capwn
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by Al Capwn » Sun Dec 07, 2008 3:07 pm

Well, Here's 1.2. I was very angry when I figured out CSS projectiles in eschaton, after all of that screwing around in hex :( But yeah, there aren't a ton of big changes in this version.

All projectiles have been made CSS (argh)
Banshee is faster and more agile.
Driver turret control removed from the rocket hog.
Banshee contrails are now green.
The plasma rifle is now a plasma sniper/beam rifle.
The flamethrower has a fire lock on it.
The frags are (a lot) more powerful.
Snipers spawn where frags did and vise versa.
The fuel rod now has a pistol HUD.
The rocket hog turret now has a fuel rod HUD.
The sniper's damage has been nerfed.

I'm pretty sure that's everything. I hope you guys like it!

http://www.mediafire.com/?sharekey=1465 ... a3e8c60564
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crazyshroom
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by crazyshroom » Sun Dec 07, 2008 5:39 pm

whered ya'll get the beam rifle model

or did you rip it (like me)
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Al Capwn
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by Al Capwn » Sun Dec 07, 2008 6:05 pm

It doesn't have a beam rifle model.
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TaxiService wrote:¬_¬ i'm not a quote vending machine.
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crazyshroom
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by crazyshroom » Sun Dec 07, 2008 10:01 pm

ya i just tested it and its just the plasma rifle thing

PS most things i ripped have made like static sounds when i

-picked it up
-mellee
-and etc

EDIT: im looking for beam rifle, mauler, spartan lazr, and grav hammer tags
-[thats why im so proned to getting jacob nobuski's Recon mod (i cant find a fucking link)]

thats why im PMing people for links
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Sparky
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Re: Advanced Weaponry Mod 1.1 is Finished

Post by Sparky » Sun Dec 07, 2008 10:21 pm

Swap the action sounds with existing ones, then. That will prevent the static.
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