Author Topic: Gallipoli Mod?  (Read 7193 times)

0 Members and 1 Guest are viewing this topic.

Killerinstant

  • Recruit
  • *
  • "YOU..SHALL NOT...PASS!"
    • View Profile
  • Faction: Bandit
  • M&B
Re: Gallipoli Mod?
« Reply #15 on: April 06, 2008, 10:24:48 PM »
so... what are u working on nex?

Mirathei

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Vaegir
Re: Gallipoli Mod?
« Reply #16 on: April 07, 2008, 12:02:08 AM »
Got the gun working:




Still has a problem or two, but that was actually a surprisingly easy bit of modding.

Commissar

  • Knight
  • *
  • penis
    • View Profile
  • Faction: Neutral
Re: Gallipoli Mod?
« Reply #17 on: April 07, 2008, 12:26:57 AM »
looks like a beaut.
any chance of a video? i've never seen an MG fire automatically in M&B
IF YOU WANT TO PM ME, PLEASE DIRECT THE MESSAGES TO "cool_guy", NOT "Commissar".

Trooper5445

  • Master Knight
  • *
  • Exiled
    • View Profile
  • Faction: Rhodok
Re: Gallipoli Mod?
« Reply #18 on: April 07, 2008, 12:35:53 AM »
Wouldn't it be something like

If attack hit
    fire
    delay .1 seconds
    check key
    while attack hit:
    if attack hit:
        delay .1 seconds
        check key

Also I beat the first level my first try. I didn't even use the mortar because I couldn't figure out how to use it, I just ducked in and out and fired from the flanks.
The Forum of Taleworlds is a medium sized, liberal forum, remarkable for its tight restrictions on idiocy. Its population of 33.46 thousand citizens are ruled by a group of mostly-benevolent dictators, who grant the populace the freedom to live their own lives but watches carefully for anyone to slip up.
Quote from: Marx
I wouldn't want to belong to any club that would have me as a member

DarkAnd

  • Sergeant Knight at Arms
  • *
  • St marcos palmeiras, the best keper in the world.
    • View Profile
  • Faction: Nord
Re: Gallipoli Mod?
« Reply #19 on: April 07, 2008, 12:46:16 AM »
Wouldn't it be something like

If attack hit
    fire
    delay .1 seconds
    check key
    while attack hit:
    if attack hit:
        delay .1 seconds
        check key

Also I beat the first level my first try. I didn't even use the mortar because I couldn't figure out how to use it, I just ducked in and out and fired from the flanks.


Thats my tatic, this way they don't have time to aim at me while I can memorise where they are and do a quicky shoot.

Trooper5445

  • Master Knight
  • *
  • Exiled
    • View Profile
  • Faction: Rhodok
Re: Gallipoli Mod?
« Reply #20 on: April 07, 2008, 12:57:11 AM »
Also excellent mod.
The Forum of Taleworlds is a medium sized, liberal forum, remarkable for its tight restrictions on idiocy. Its population of 33.46 thousand citizens are ruled by a group of mostly-benevolent dictators, who grant the populace the freedom to live their own lives but watches carefully for anyone to slip up.
Quote from: Marx
I wouldn't want to belong to any club that would have me as a member

grailknighthero

  • Knight at Arms
  • *
  • www.games-workshop.com
    • View Profile
  • Faction: Neutral
  • M&B
Re: Gallipoli Mod?
« Reply #21 on: April 07, 2008, 01:10:35 AM »
Nice Mirathei
The Peasants' Rebellion: Warhammer Battles - a custom battle mod featuring TW/Warhammer style formations/battles for M&B - currently in development.

Mirathei

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Vaegir
Re: Gallipoli Mod?
« Reply #22 on: April 07, 2008, 01:45:13 AM »
Wouldn't it be something like

If attack hit
    fire
    delay .1 seconds
    check key
    while attack hit:
    if attack hit:
        delay .1 seconds
        check key
Exactly. The only part that actually gave some trouble was deciding who to kill and not kill.

Someone_forgotten

  • Guest
Re: Gallipoli Mod?
« Reply #23 on: April 07, 2008, 02:43:18 PM »
Woov! :shock: I think these images are bloody Mirathei! But you need some work on particles I think. And I think you need a msn adress. And I think I will be finished troops today.

Yeah I think I'M always thinking lol.

Someone_forgotten

  • Guest
Re: Gallipoli Mod?
« Reply #24 on: April 07, 2008, 04:17:32 PM »
I finished troops. Anzac's too, but I forget to take a shot when fighting with them.






Tatari_okan

  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
  • WBWF&S
Re: Gallipoli Mod?
« Reply #25 on: April 07, 2008, 04:35:47 PM »
In my opinion you shouldn't let to use rifles on horseback, may be you can let to pistols but using rifle on horseback is not realistic. And I want to ask will you make uniform's epaulets? And may be you can make kolpak  for Turkish comanders. Just suggestions.

And I'm happy to see you when you're modding again, even you didn't carry on lot of your projects. :P I believe you will be succesful for this mod, good work.
Sorry to let you down but my self appointed job title is code monkey. I couldn't draw a straight line to save my life, let alone model a luscious female body :).
Well good, because no luscious female body involves straight lines.

Someone_forgotten

  • Guest
Re: Gallipoli Mod?
« Reply #26 on: April 07, 2008, 04:48:15 PM »
Gallipoli Mod's current modellers aren't so well with rigging. And I will let cavalry units use rifles on horseback, and they will have swords too. Swords already modelled but not textured. I will take a shot and post here when swords textures done.

Amigo

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
Re: Gallipoli Mod?
« Reply #27 on: April 07, 2008, 05:11:44 PM »
make carbine (cavalry rifle - official name for cavalry carbines) type rifle to be used by cavalry. of course it is possible to use standard rifle on horseback, its meant for historical reasons..

Someone_forgotten

  • Guest
Re: Gallipoli Mod?
« Reply #28 on: April 07, 2008, 06:52:06 PM »
I don't think we need to do that cavalry carbine. It is just much easy to do with the current one. :mrgreen:

Swords:

Someone_forgotten

  • Guest
Re: Gallipoli Mod?
« Reply #29 on: April 07, 2008, 08:29:47 PM »
I like the sword! And shoting from horseback. Well, playing is much fun than making. :lol: