Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 77 78 [79]

Author Topic: Cortex Command - What do you mean data released version 1.0?  (Read 193859 times)

Ivefan

  • Bay Watcher
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1170 on: October 15, 2012, 04:05:00 pm »

If you pick up the brian
The life of brian was a hard one, living in a fishbowl all his life just to die when picked up for a fun ride.
I would have liked a wave defence mode where one could build or replenish in between.
As it is now its either piss easy due to crappy AI or you just lose units due not being able to navigate terrain.
« Last Edit: October 15, 2012, 04:07:05 pm by Ivefan »
Logged

joey4track

  • Bay Watcher
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1171 on: November 10, 2012, 10:16:28 pm »

Man, I finally got into this game after trying it in the past but I have to say, it's a long way from "1.0". I mostly wish there was AI for Brain Versus Brain. Also, the campaign mode has so much potential but feels incomplete and broken. I have a bunch of mods too but I just wish it was more developed..
Logged

Solifuge

  • Bay Watcher
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1172 on: December 06, 2012, 03:54:47 pm »

Not sure if folks were aware, but version 1.0.5 is out now. They tweaked the AI, particularly with gold-digging and threat-recognition. Trying out local multiplayer with a friend over on the Youtube.

Data is still going to be doing updates on CC until he feels it's really finished. I think calling it 1.0 is just his way of saying all the core mechanics are in place, and it can be considered a game. From here it's just content and balance.

P.S. I'm not sure I dig how "Brain versus Brain" mode was removed in the latest build. You can only do a skirmish in Campaign mode now. Here's hoping it was just temporary.
« Last Edit: December 06, 2012, 03:57:05 pm by Solifuge »
Logged

Korbac

  • Bay Watcher
  • I'm very annoying, so tell me to STFU if need be
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1173 on: December 06, 2012, 09:24:50 pm »

Soli, was just about to say "You and your friend have caused me to purchase this game for Christmas", but then I read your statement on BvB being removed. :/

Good vids though! :D
Logged

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1174 on: December 06, 2012, 11:59:15 pm »

You guys realize that a Skirmish Defense without an AI player is the same exact thing as Brain vs. Brain, right? I think Data removed it because it was obsolete.

Nosaneinme

  • Bay Watcher
  • It time to play
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1175 on: May 09, 2013, 11:42:49 pm »

How to Reinstall Cortex Command ON STEAM,HELP
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1176 on: May 10, 2013, 05:42:34 am »

How to Reinstall Cortex Command ON STEAM,HELP
Er... what? Just delete the local content and reinstall it.
Logged

Nosaneinme

  • Bay Watcher
  • It time to play
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1177 on: May 10, 2013, 06:21:21 am »

How to Reinstall Cortex Command ON STEAM,HELP
Er... what? Just delete the local content and reinstall it.
Local Content,Where Is that File and Reinstall it,Well Steam is not let't me do that
Logged

scrdest

  • Bay Watcher
  • Girlcat?/o_ o
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1178 on: May 10, 2013, 06:36:39 am »

How to Reinstall Cortex Command ON STEAM,HELP
Er... what? Just delete the local content and reinstall it.
Local Content,Where Is that File and Reinstall it,Well Steam is not let't me do that

Rightclick the game
- Properties
  - Local Content
   - Delete Local Content

I don't know the precise names, I'm not using the english version of Steam, but the names are something along the lines you see here. You will probably figure out what to look for from them.
Logged
We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1179 on: May 10, 2013, 06:56:26 am »

Also, this probably isn't the right place to ask it. Check out steam support or the CC forums.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

JacenHanLovesLegos

  • Bay Watcher
  • A medium-sized creature prone to great ambition.
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1180 on: December 16, 2015, 11:47:33 pm »

I realize this is an old thread, but I don't think my post warrants creating another one. Also, build 31 was released earlier this year, so I guess that counts as news.

I was hoping that someone here might be able to help me with a problem I'm having with a mod I am trying to make. I am trying to add an actor to it, and have created sprites and an ini file, and hooked them up to the index, but the actor does not appear in the game. After going through the code several times, I cannot find anything to indicate why. I've included both the actor code and the mod below.

Code: [Select]
AddEffect = MOSRotating
PresetName = HECU Helmet Gib A

Mass = 27.53
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = Coalition.rte/Actors/Soldier/HelmetGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -5
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Micro A
Offset = Vector
X = 4.5
Y = 1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Micro A
Offset = Vector
X = -4.5
Y = -1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 0.5
Y = 0.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -6.5
Y = 2.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Grey Small B
Offset = Vector
X = -4.5
Y = -0.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Rusty Small D
Offset = Vector
X = 2.5
Y = -0.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -0.5
Y = -3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -2.5
Y = -1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 1.5
Y = -3.5
// GibImpulseLimit = 200
// GibWoundLimit = 16
// GibSound = Sound
// CopyOf = Flesh Body Blunt Hit

AddEffect = MOSRotating
PresetName = HECU Misc Gib A

Mass = 7.32
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Coalition.rte/Actors/Soldier/MiscGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -4
Y = -4
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2

AddEffect = MOSRotating
PresetName = HECU Misc Gib B

Mass = 5.79
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Coalition.rte/Actors/Soldier/MiscGibB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -4
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2

AddEffect = MOSRotating
PresetName = HECU Misc Gib C

Mass = 4.80
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Coalition.rte/Actors/Soldier/MiscGibC.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -4
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2

AddEffect = MOSRotating
PresetName = HECU Misc Gib D

Mass = 4.80
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Coalition.rte/Actors/Soldier/MiscGibD.bmp
FrameCount = 1
SpriteOffset = Vector
X = -4
Y = -5
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2

AddEffect = MOSRotating
PresetName = HECU Rib Cage Gib A

Mass = 27.89
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = Coalition.rte/Actors/Soldier/RibCageGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -5
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 85
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 25
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib A
Offset = Vector
X = 3
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib D
Offset = Vector
X = -2
Y = -0.5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small A
Offset = Vector
X = -0.5
Y = -5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib B
Offset = Vector
X = -1
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -2
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -1
Y = 5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small D
Offset = Vector
X = -1
Y = 3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small C
Offset = Vector
X = 0.5
Y = 2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small B
Offset = Vector
X = -1
Y = 4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib C
Offset = Vector
X = 2
Y = 4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -5
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -6
Y = -1
Count = 1
Spread = 0
GibImpulseLimit = 150
GibWoundLimit = 4
GibSound = Sound
CopyOf = Flesh Body Blunt Hit

AddEffect = Attachable
PresetName = HECU Helmet A
Mass = 3
Sharpness = 1
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/HelmetA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -4
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal Light
ExitWound = AEmitter
CopyOf = Dent Metal Light
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 180
JointStiffness = 0.6
// BreakWound = AEmitter
// CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
GibImpulseLimit = 1500
GibWoundLimit = 6
// GibSound = Sound
// CopyOf = Bone Crack
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Micro A
Offset = Vector
X = 4.5
Y = 1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Micro A
Offset = Vector
X = -4.5
Y = -1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 0.5
Y = 0.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -6.5
Y = 2.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Grey Small B
Offset = Vector
X = -4.5
Y = -0.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Rusty Small D
Offset = Vector
X = 2.5
Y = -0.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -0.5
Y = -3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -2.5
Y = -1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 1.5
Y = -3.5

AddEffect = Attachable
PresetName = HECU Head A
Mass = 36
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/HeadB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Armoured Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 130
JointStiffness = 0.1
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = 0
Y = 5
GibImpulseLimit = 250
GibWoundLimit = 7
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddAttachable = Attachable
CopyOf = HECU Helmet A
ParentOffset = Vector
X = -1
Y = -4
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 100
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small A
Offset = Vector
X = -5
Y = -1.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small B
Offset = Vector
X = -4
Y = -4.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small D
Offset = Vector
X = 1
Y = 4.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = 1.5
Y = 3.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small D
Offset = Vector
X = 1
Y = -4.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = 0
Y = -1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -4
Y = 3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -6
Y = -5.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = -3.5
Y = -5.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -1
Y = -7.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 3.5
Y = -3
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 0.5
Y = -8
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 1.5
Y = -1

AddActor = Arm
PresetName = HECU Arm FG A

Mass = 7
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/ArmFGB.bmp
FrameCount = 5
SpriteOffset = Vector
X = -6
Y = -3
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
ParentOffset = Vector
X = -1
Y = -4
JointStrength = 190
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = -3.5
Y = -1
DrawAfterParent = 1
HeldDevice = None
Hand = ContentFile
FilePath = HECU.rte/Actors/Sprites/HandFGA.bmp
MaxLength = 14
IdleOffset = Vector
X = 5
Y = 8
MoveSpeed = 0.2
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 25
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib C
Offset = Vector
X = 3
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small A
Offset = Vector
X = -4
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small E
Offset = Vector
X = 0
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -2
Y = 4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Bone Micro A
Offset = Vector
X = -4
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -4
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = -5
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Tiny A
Offset = Vector
X = -3
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -3
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 1
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 0
Y = 1
Count = 1
Spread = 0
GibImpulseLimit = 65
GibWoundLimit = 5
GibSound = Sound
CopyOf = Flesh Body Blunt Hit

AddActor = Arm
CopyOf = HECU Arm FG A
PresetName = Soldier Arm BG A
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/ArmBGB.bmp
Hand = ContentFile
FilePath = HECU.rte/Actors/Sprites/HandFGA.bmp
// FilePath = HECU.rte/Actors/Sprites/HandBGA.bmp

AddActor = Attachable
PresetName = HECU Foot FG A

Mass = 4
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/FootFGA.bmp
FrameCount = 4
SpriteOffset = Vector
X = -6
Y = -3
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 2
DeepCheck = 1
JointStrength = 80
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = -2
Y = -1
DrawAfterParent = 0

AddActor = Attachable
CopyOf = HECU Foot FG A
PresetName = HECU Foot BG A
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/FootBGA.bmp
FrameCount = 4

AddActor = Leg
PresetName = HECU Leg FG A

Mass = 12
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/LegFGB.bmp
FrameCount = 5
SpriteOffset = Vector
X = -6
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 300
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = -5
Y = 2
DrawAfterParent = 0
Foot = Attachable
CopyOf = HECU Foot FG A
ParentOffset = Vector
X = -11
Y = -10
ExtendedOffset = Vector
X = 15
Y = 0
ContractedOffset = Vector
X = 7.5
Y = 0
IdleOffset = Vector
X = 1
Y = 3
MoveSpeed = 0.4
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 35
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib A
Offset = Vector
X = 0
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib B
Offset = Vector
X = -3
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib C
Offset = Vector
X = 5
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 1
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -3
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Micro A
Offset = Vector
X = 3
Y = -5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = 4
Y = -4
Count = 1
Spread = 0
GibImpulseLimit = 185
GibWoundLimit = 6
GibSound = Sound
CopyOf = Flesh Body Blunt Hit

AddActor = Leg
CopyOf = HECU Leg FG A
PresetName = HECU Leg BG A
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/LegBGB.bmp
FrameCount = 5
Foot = Attachable
CopyOf = Soldier Foot BG A
ParentOffset = Vector
X = -11
Y = -10

AddActor = AHuman
PresetName = HECU Soldier
AddToGroup = Actors
AddToGroup = Light Infantry
Description = Standard HECU infantryman, competent with most firearms and explosives.
Mass = 48
Buyable = 1
GoldValue = 110
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
ScriptPath = Base.rte/Actors/AI/HumanAI.lua
SpriteFile = ContentFile
FilePath = HECU.rte/Actors/Sprites/TorsoB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -12
AngularVel = 0
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Kevlared Flesh
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 6
Depth = 3
DeepCheck = 0
BodyHitSound = Sound
CopyOf = Flesh Body Blunt Hit
PainSound = Sound
CopyOf = Human Pain
DeathSound = Sound
CopyOf = Human Death
DeviceSwitchSound = Sound
CopyOf = Device Switch
Status = 0
Health = 100
ImpulseDamageThreshold = 2500
AimAngle = 0
AimDistance = 30
Perceptiveness = 1
CharHeight = 100
HolsterOffset = Vector
X = -6
Y = -4
Head = Attachable
CopyOf = HECU Head B
ParentOffset = Vector
X = 0
Y = -10
Jetpack = AEmitter
CopyOf = Jetpack Heavy
ParentOffset = Vector
X = -6
Y = 3
DrawAfterParent = 0
JumpTime = 1.5 // Secs
FGArm = Arm
CopyOf = HECU Arm FG A
ParentOffset = Vector
X = -1
Y = -5
BGArm = Arm
CopyOf = HECU Arm BG A
ParentOffset = Vector
X = 4
Y = -7
FGLeg = Leg
CopyOf = HECU Leg FG A
ParentOffset = Vector
X = 1
Y = 1
BGLeg = Leg
CopyOf = HECU Leg BG A
ParentOffset = Vector
X = 4
Y = 1
HandGroup = AtomGroup
CopyOf = HandGroup
FGFootGroup = AtomGroup
CopyOf = Foot
BGFootGroup = AtomGroup
CopyOf = Foot
// StrideSound = Sound
// CopyOf = Robot Stride
StandLimbPath = LimbPath
PresetName = Soldier Stand Path
StartOffset = Vector
X = -2
Y = 17
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 8000
StandLimbPathBG = LimbPath
CopyOf = Soldier Stand Path
StartOffset = Vector
X = 8
Y = 17
WalkLimbPath = LimbPath
PresetName = Soldier Walk Path
StartOffset = Vector
X = 10
Y = -2
StartSegCount = 3
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = -6
Y = 4
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 1
AddSegment = Vector
X = -3
Y = 1
AddSegment = Vector
X = 0
Y = -2
SlowTravelSpeed = 1.5
NormalTravelSpeed = 2.8
FastTravelSpeed = 4.5
PushForce = 8000
CrouchLimbPath = LimbPath
PresetName = Soldier Crouch Path
StartOffset = Vector
X = 10
Y = 3
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 8000
CrawlLimbPath = LimbPath
PresetName = Soldier Crawl Path
StartOffset = Vector
X = -12
Y = -8
StartSegCount = 2
AddSegment = Vector
X = 12
Y = 0
AddSegment = Vector
X = 8
Y = 2
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.8
FastTravelSpeed = 4.5
PushForce = 8000
ArmCrawlLimbPath = LimbPath
PresetName = Soldier Arm Crawl Path
StartOffset = Vector
X = -8
Y = -5
StartSegCount = 2
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 4
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.5
FastTravelSpeed = 4.5
PushForce = 6000
ClimbLimbPath = LimbPath
PresetName = Soldier Climb Path
StartOffset = Vector
X = -8
Y = -10
StartSegCount = 6
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 8
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 14
AddSegment = Vector
X = -5
Y = 5
AddSegment = Vector
X = -3
Y = 0
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.5
FastTravelSpeed = 4.5
PushForce = 8000
JumpLimbPath = LimbPath
PresetName = Soldier Jump Path
StartOffset = Vector
X = 0
Y = 8
StartSegCount = 3
AddSegment = Vector
X = 0
Y = -10
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = -8
Y = 14
SlowTravelSpeed = 3
NormalTravelSpeed = 6
FastTravelSpeed = 7
PushForce = 5000
DislodgeLimbPath = LimbPath
PresetName = Soldier Dislodge Path
StartOffset = Vector
X = 2
Y = -10
StartSegCount = 0
AddSegment = Vector
X = 0
Y = 6
SlowTravelSpeed = 1.5
NormalTravelSpeed = 2.5
FastTravelSpeed = 4.5
PushForce = 10000
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small A
Offset = Vector
X = 0.5
Y = -9
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Rib Cage Gib A
Offset = Vector
X = 0
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib A
Offset = Vector
X = 1
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = -1.5
Y = -1.5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib B
Offset = Vector
X = 3
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = HECU Misc Gib D
Offset = Vector
X = -3
Y = -6
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -4.5
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -2.5
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Bone Micro A
Offset = Vector
X = -2.5
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -1.5
Y = 2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Tiny A
Offset = Vector
X = -0.5
Y = -5
Count = 1
Spread = 0
GibImpulseLimit = 3650
GibWoundLimit = 16
GibSound = Sound
CopyOf = Flesh Body Blunt Hit

Here is the file.
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Cortex Command - What do you mean data released version 1.0?
« Reply #1181 on: December 17, 2015, 12:47:16 am »

Well, there's a lot to look through and I'm on a tablet, but I'm noticing some inconsistencies between the part names and their sprite names in places, that you should check; and also you're defining "HECU Head A", but using "HECU Head B" in the soldier's head definition. That's all I can see at a glance.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
Pages: 1 ... 77 78 [79]