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 Post subject: CSWeps ( + )
PostPosted: Mon Dec 03, 2012 10:51 pm 
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Changes/Additions:

- Better Wep Bouncing.
- Removed Heavy Hitters.
- Added Staff Of Jolting (Clusters affect worms).


Last edited by Curtis on Tue Jun 18, 2013 2:38 pm, edited 10 times in total.

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 Post subject: Re: CSWeps (StringKing's Request)
PostPosted: Tue Dec 04, 2012 1:00 am 
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hahaha, i love this!

Bucky Ball ( http://en.wikipedia.org/wiki/Buckminsterfullerene ) is a good name for the Ion-Pacter!
-Or Fullerene Bomb

Man, good job, although i wish the other two weren't left "white" - they still look good though. You can easily add a color overlay on the middle layer to make it any color, and it still looks good. Oh well, i still love 'em! I guess it wouldn't be a good idea to put one of these in my Highlander scheme would it.... ;p

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 Post subject: Re: CSWeps (StringKing's Request)
PostPosted: Tue Dec 04, 2012 1:17 am 
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Hey String...Thanks dude....
If you wanna use the standard impacter in highlander but don't want all the weps behaving wierd just change line 27 of the simpact + iimpact scripts to true...but then no cluster pushing....lots of good sprites there...I kept the birds just in case.


Last edited by Curtis on Sun Nov 03, 2013 10:12 pm, edited 1 time in total.

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 Post subject: Re: CSWeps (StringKing's Request)
PostPosted: Tue Dec 04, 2012 1:26 am 
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10-4
I forgot about the birds sprite...lol - did you download the 150mb archive of sprites i linked to as well? There's some interesting stuff if you comb through it all
Whatcha think about the name Bucky Ball?

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 Post subject: Re: CSWeps (StringKing's Request)
PostPosted: Tue Dec 04, 2012 1:33 am 
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Curtis wrote:
If you wanna use the standard impacter in highlander but don't want all the weps behaving wierd just change line 27 of the simpact + iimpact scripts to true...


They are already set to "true". Did you mean false??

EDIT: I set them to false and i guess everything was fine

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 Post subject: Re: CSWeps (StringKing's Request)
PostPosted: Tue Dec 04, 2012 1:50 am 
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Opps - ya false.


Last edited by Curtis on Sun Nov 03, 2013 10:11 pm, edited 1 time in total.

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 Post subject: Re: CSWeps ( V.2 )
PostPosted: Wed Dec 12, 2012 2:42 am 
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coooool ;)

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 Post subject: Re: CSWeps ( V.2 )
PostPosted: Sun Dec 16, 2012 11:24 am 
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it give me this error, but i don't know how resolve it!! (i use others libs as you see)

PXS : CError : TDP : ParseNext : symbol kamismk is redeclared
at Lib: stepsweapsv4_revised.pxl: Script: spreplace:10


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 Post subject: Re: CSWeps ( V.2 )
PostPosted: Sun Dec 16, 2012 11:54 am 
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It will no longer conflict with Stepsweps 4...oops.xP....Thanks Talon.


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 Post subject: Re: CSWeps ( V.3 )
PostPosted: Mon Jun 17, 2013 3:40 pm 
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The Heavy hitters is in cweps... u mustnt attach it to here -.-

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