4TR3X

  • 4TR3X
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  • Hmmm... Will do a bit more on it then and see where we stand... I have sent Vash and yourself the full code as BETA 1.5 stands ATM basically it has the Wraith and Interceptor (removed Shrike changed it to Interceptor) those are the only changes from 1.4. If we dont get more people on any of the servers it may be time to…
    in Ninja-Xr Comment by 4TR3X August 2009
  • Vash I will send you the full code later tonight(if I remember). The problem I have with sharing the code is that other people dont share theres and so nothing unique will be made to the mod as people will take what they want. Also I know you say it may make Tribes better as people have access to more but all they have to…
    in Airfield Comment by 4TR3X August 2009
  • Am back now(well at work) will be busy for the next few nights but will sort a night I am free to talk(Sunday or Tuesday maybe?)... Also Woob yes I would be greatful of the help and will send you a PM later with the basics on what we are trying to get the mod to do(basically remake NinjaMOD, but not exact with fixes and…
    in Ninja-Xr Comment by 4TR3X August 2009
  • If I remember correctly it was a little hit and miss for it to return anyway, will have to boot up NinjaMOD and check to see what its like. Later though :P Anyways last post for me for jus ova a week. Catch ya laters.
  • Here is the file I have usual password. When I get back off hol (go in a few hours) I will see about making the source available. But the reason I am holding off is because it will mean we have unique items. Will think more when I am outta holiday mood :P
    in Airfield Comment by 4TR3X August 2009
  • Here is the Razor. I will send you the password in a Message Vash.
  • Finally got a working EMP beacon for the Defender. No effects but it does the job for now. Should be ready for BETA 1.6 if not BETA 1.5.
    in Ninja-Xr Comment by 4TR3X July 2009
  • Working on BETA 1.5 which will have the Wraith and Interceptor complete but will need there damage profile and speed/maneuverability tweeking, but this can easily be done on later versions which we will work out during testing. **Complete** I will hopefully have the Shrike complete as well, atleast it will have the rockets…
    in Ninja-Xr Comment by 4TR3X July 2009
  • Ninja-Xr BETA 1.4 this version has many fixes and a couple of new weapons. BETA 1.4 - Ammo Pack now works with new ammo. - Engineer medic touch feature added. - Laser Chaingun requires Energy Pack to work just like in NinjaMOD. - Hackgun only hacks target for 2 minutes + upto 2 more minutes at random. - Disguise Pack can…
    in Ninja-Xr Comment by 4TR3X July 2009
  • Will give it a try tomorrow. See whats wrong with it. If you could sort the Razor Vash that would be great. I can give you what I have if you want?
  • I know about the cluster charge(thourght I removed it while I was fixing it :P). I have tried the Laser Chaingun when I first added it and it was fine so will look into that. The flame thrower is odd as well as I never seemed to have an issue with it but will look at it. Keep the bugs coming only way to fix them is to know…
    in Ninja-Xr Comment by 4TR3X July 2009
  • Anyone got a clue?
    in Airfield Comment by 4TR3X July 2009
  • Or does anyone know how I can have 2 forcefields from 1 deployable? I can only get 1 up each time.
    in Airfield Comment by 4TR3X July 2009
  • Problem with uploading it here. Its only 2.18mb. Ninja-Xr BETA 1.3 I did want to get the Airfield up before but I noticed the EMP Grenade Issue. BETA 1.3 - Det-Pack Added - Tested. - Pulse Turret Added - Tested. - Stock turrets removed. Only using Small Laser & Pulse. - Fixed EMP Grenade error which stopped you using…
    in Ninja-Xr Comment by 4TR3X July 2009
  • I will add a laser turret(if it works :P) and remove the cluster charge for and send you the new version tonight.
  • Hmmm... I will have to try and fix that in the next version. Working on 1.2 ATM with these fixes\additions. BETA 1.2 Telepad - Remodeled & Tested OK. New turrets can now be added to the Deployable Base Turret. Clustercharge - Added, detonating, not damaging BETA 1.1 Jumppad - Tested OK. Shockfield - Tested OK. Starting…
  • Thats the right settings. Some reason can not connect to it. Try deleting all te .dso files in the base folder again and instead of starting a dedicated server start a non dedicated server then goto host and set all the settings in there (remember set the dedicated option in there) and start the server. When booted close…
  • It has lots missing and the origional does work but it has ALOT of issues. You cannot exit the game and every now and then I find selecting the armors sends me to desktop :P It am adding to it weekly but you must understand this will take time on my own and help is needed to be honest crash. If you could sort the damage…
    in Ninja-Xr Comment by 4TR3X July 2009
  • Looks good but will check them over the next few days...
  • Lol... I already have the base turret code I just added to his in a rush at work but great spot :D
  • Do you know of one I could use to host my mod (having trouble finding 1 which does tribes 2 these days.
  • The deployed count for the disassembly is not part of the function. Its out the brackets. Also this should push you in the right direction. Not tested didnt have much time, the onDestroyed is correct though;datablock TurretData(TurretDeployedBase) : TurretDamageProfile{ className = DeployedTurret; shapeFile =…
  • Basically if you dont get the icon then thats in Hud.cs example from Ninja-Xr;$BackpackHudData[31, itemDataName] = "BaseTurretDeployable";$BackpackHudData[31, bitmapName] = "gui/hud_new_packturret"; The deployable name and then the icon you want as the pack. If its not saying the amount of max you purchased then you got…
  • Yeah. It isnt a force field though. Its a shockfield basically a slowfield which is generated when you place 2 beacons within a certain proximity of each other. The problem(if I didnt expalin properly I am sorry) was that if I destroy either beacon it should stop the slowfield and the shock which is generated when you…
  • Fixed it. You pointed me in the right direction, which I think was better than giving me the answer right there as I learnt from it :D THANKS FOR THE HELP Thyth :D Oh this was the correct code;function ShockPackDeployed::onDestroyed(%this, %obj, %prevState){ %removecount = 0; if(!%obj.iskilled) { %obj.iskilled = true;…
  • Fixed; 1) Jumppad - Works. 2) Shockfield - Fully tested and working correctly. 3) Starting Items - Set. 4) Sniper Beacon - Set to its own inventory amount and decrements correctly when destroyed. 5) Ordered Weapons, Packs & Grenades alphabetically.
    in Ninja-Xr Comment by 4TR3X July 2009
  • Sorry I am new to the coding what is the word for the physical? I have not needed to remove it before. Also why does it work when the 2nd beacon is killed and not the first?
  • Ren was a bit weak in the additions in my mind. Try Ninja-Xr look in the Ninja-Xr thread.
  • LOL... Until last night :P I added the Laser Chaingun OK. The Incindiary Mortar adds but wont burn, thinking at work I might have a fix... Big problem me mate says he is good at coding but its C# and he is crap at games coding :P only does databases, but he has given me a few pointers so I will start learning... There is…
  • Forgot to mention. I fixed the Camera nade issue in the new version for ya Atmos :P Also this is the list which I think makes a release Beta of Ninja-Xr; 80% armor beacons function like NinjaMOD - Got a mate coming to sort the Defender EMP later and will get him to look at the Shock Beacon for Engineer (Prolly not going to…