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Posts
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Joined
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Aye, plenty cool, isn't it? Also...is it just me, or does that second shot contain an animation that's not found on a fire/thermal build? Because that might mean we can get some animation customization as well, which would just rock.
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Or it could just be an error.
I know people are talking about being able to choose animations and emanation points, but those aren't explicit in the revelations, so far, so I would caution against too much hope for those at this point. Plus, those pictures indicate a single color for both powers (Summon Imps and whatever power is being animated) so I don't think we're getting customization for individual powers; probably a single choice for all powers or per Power Set. I'd be happy with just that, as far as color choices go, but I want to be able to change the character model and height after character creation.
But it is early yet so we'll see more in the future. -
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When I would play Mario Cart, I never thought I was Mario. I would just sit and race around the stupid tracks.
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Do you sit in the carts and go around the tracks? Literally and physically?
It sure does seem like your problem is not with role-players, but with your own qualifications on concepts.
Just about any jerk can get their jollies by ruining someone else's aspect of a game using whatever tools they decide to use, like, in this instance, role-playing. Those are griefers, not role-players.
It seems that you are making this dull leap that one is the equal of the other, when that is not, necessarily, so. -
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143. Pretend to be a female super-hero.
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But pretending to be a super-hero is okay, right? -
I greatly appreciate that there is no Wentworth's in Galaxy City: The second character I made started in Atlas Park; now they all start in Galaxy to avoid traffic.
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I'd be satisfied if we could access additional folders inside the "Costumes" folder.
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And continue paying a Tailor fee every time you want to change your costume? That's part of the idea here.
You make the costume. You save the costume in your Closet. You can switch to it at any time with no charge because you already paid for it.
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Inf is easy enough to come by and we can get discount tickets through day jobs so I'm not concerned about saving Inf on costume changes (and I doubt that the company wants to reduce costume costs any more). Your suggestion would be nice but I'd like an improvement to the existing system to use the OS better. I'm rather irritated that the system doesn't already allow us to use additional folders and consider that a fairly bad design flaw. -
I'd be satisfied if we could access additional folders inside the "Costumes" folder.
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Martial Arts because of Crane Kick: It is my favorite power in the game.
I try to position my fights as often as possible to be on platforms. I add a Stupefy: Chance for Knockback proc in Thunder Kick, as well, for field goal attempts. (It's GOOOOOOOD!)
I need to find some better sound effects for the set, though; the gunshot sounds are annoying. And I need a Martial Arts Brute.
Now, if they would just add some good foot Auras and make Storm Kick a cone... -
You're very welcome. Did you want to see anything else?
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Castle and his crew were entirely consumed by custom critter powers in the 13-14 time frame. There's no dishonesty or secret agendas...there was just a lot of work that went in under the hood for Mission Architect.
There wasn't any time for powerset proliferation then, and with the work being done for future content, there's not really a lot of time to do it now. Proliferation is very low hanging fruit, but we're really jammed right now and I honestly can't say when we might be able to squeeze in another batch. What we need always ends up taking precedence over what we want, and right now there's a lot of need.
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You realize this won't go over well, right?
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Maybe not, but I prefer being treated like we're mature enough to know the truth, no matter how often we act like we aren't. -
I'm hoping that Costume Creator 2.0 includes the ability to change the character model. If it means that all costumes still have to share the same model, I could accept that, but I'd prefer that each costume be independent.
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Full Mask > Detail 2 > Devil Horns looks pretty close when colored properly. You can also use Full Mask > Detail 2 > Wings.
Note: Don't use this to actually make a Batman or Daredevil copy though or you'll get genericized.
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The Thorn Horns are a more subtle option. -
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The commands needed are:
$$bindloadfile (or $$bindloadfileSilent)
$$MonitorAttribute
$$StopMonitorAttribute.
Syntax for the attributes:
$$MonitorAttribute Regeneration Rate
$$StopMonitorAttribute Regeneration Rate
This will add (or remove) attributes to be monitored.
An example using a few Attributes and using the keybind "SHIFT+A". (Be sure to use the proper pathing for the bindload command):
<font class="small">Code:[/color]<hr /><pre>
File 1: Att1.txt
SHIFT+A "$$bindloadfile Att2.txt"
$$MonitorAttribute Regeneration Rate
$$MonitorAttribute Recovery Rate
File 2: Att2.txt
SHIFT+A "$$bindloadfile Att0.txt"
$$StopMonitorAttribute Regeneration Rate
$$StopMonitorAttribute Recovery Rate
$$MonitorAttribute Melee Defense
$$MonitorAttribute Ranged Defense
$$MonitorAttribute AoE Defense
File 3: Att0.txt
SHIFT+A "$$bindloadfile Att1.txt"
$$StopMonitorAttribute Melee Defense
$$StopMonitorAttribute Ranged Defense
$$StopMonitorAttribute AoE Defense
$$StopMonitorAttribute Regeneration Rate
$$StopMonitorAttribute Recovery Rate
</pre><hr />
In this example, the Regeneration and Recovery Attributes are removed in Att1.txt so that Att2.txt will only show the Defenses. In Att0.txt, I always remove all Attributes that I have loaded in any previous files so that Att0.txt will always completely remove the Combat Monitor in case I decide to change anything in other files. To keep it simple, you could load any ten Attributes and then remove those same Attributes within the same file like this:
$$MonitorAttribute Regeneration Rate
$$MonitorAttribute Recovery Rate
$$MonitorAttribute ToHit Bonus
$$MonitorAttribute Damage Bonus
$$MonitorAttribute Lethal Resistance
$$MonitorAttribute Energy Resistance
$$MonitorAttribute Lethal Defense
$$MonitorAttribute Energy Defense
$$MonitorAttribute Recharge Time Bonus
$$MonitorAttribute Last Hit Chance
$$StopMonitorAttribute Regeneration Rate
$$StopMonitorAttribute Recovery Rate
$$StopMonitorAttribute ToHit Bonus
$$StopMonitorAttribute Damage Bonus
$$StopMonitorAttribute Lethal Resistance
$$StopMonitorAttribute Energy Resistance
$$StopMonitorAttribute Lethal Defense
$$StopMonitorAttribute Energy Defense
$$StopMonitorAttribute Recharge Time Bonus
$$StopMonitorAttribute Last Hit Chance
Notes:
<ul type="square">[*] Only one Combat Monitor window can be open on the screen. [*] The maximum number of Attributes that can be listed in the Combat Monitor is ten. [*] If the Combat Monitor is open and there are already ten Attributes being monitored, adding any new Attributes will bump the topmost Attribute(s) out of the window and add the new attribute(s) to the bottom of the monitor. [*] If a single file loads ten Attributes, then there is no need to use "$$StopMonitorAttribute" to remove any unwanted Attributes. [*] Attributes are added to the Combat Monitor in the order that they are listed in the file.[*] If all Attributes are removed, the window will stop being displayed. [*] The correct name of the Attribute to be monitored must be used; use them as they are listed in the Combat Numbers window. [Type: /toggle CombatNumbers in the chat window or open the small Powers List (not the enhancement screen) and click "Combat Attributes" in the tab of the Powers List to open the Combat Numbers window.) [*] Quotation marks are not needed for the Attribute names, but using quotation marks does not seem to cause any problems.[*] Some Attributes cannot be called properly using this command, for some reason. For example, the Attribute "Energy Defense" cannot seem to be loaded this way: Using the name "Energy Defense" will only add the Attribute "Negative Energy Defense" and trying to use "Energy Resistance" will actually display "Negative Energy Resistance". (These two particular Attributes are a known issue, but has not been addressed yet.) [*] Capitalization is for ease of reading; nothing is case-sensitive. Spaces are important; try not to have extra spaces or blank lines when using any files like this, including regular keybind files. [/list] -
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Stale... if it does happen PLEASE have it reviewed.
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I know I said in the above I would, but I'll have to think some more about that.
Do I want to serve as a test subject for whoever placed the complaints to assuage their curiosity at my expense, instead of using other means?
Or do I want to keep enjoying CoH and avoid further drama?
We'll have to see.
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Don't let the idiots win. -
There is no need for this arc to be banned. If it does, appeal directly to someone in a high-level position at Customer Service. There might as well be a copyright the word "the".
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Wow, I must be playing my PB wrong, because it isn't as uber as what people are talking about here.
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It's a high probablilty that you are extremely correct. -
One of the lamest animation fixes: /e flippingcoin
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I would advise against that as that would load the macros every time the keybind file was loaded, which could be problematic if you end up moving them or making new ones later and they get overwritten. Perhaps, at the most inopportune moment.
Just make a keybind to load the macro file.
Although, I do have a command to set the turn speed when loading the keybind file. And a bunch of files for loading window settings, changing the combat monitor and other things. -
Corrected that and some other things and put up a guide for future use. Linked in my signature.
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To load the macro file, type into your chat window the name of the file. If it is in the "Data" folder, all you need is the file name. You can create a new folder in your "Data" folder like "Keybinds"; then you need to enter the relative path from "Data", like "Keybinds\macros.txt". If you use a folder other than one inside the "Data" folder, you need to enter the full path, like "c:\Binds\Tanker\macros.txt" (all of these should be entered without the quotation marks).
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Don't you mean to load the file with the /bindloadfile command? Or are you saying that if a file, such as macros.txt is in the Data folder, all I have to do is type "macros.txt" and it automatically loads?
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You are completely correct. I missed that. And edited it. -