Ghostbusters Doom Revisited

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Expand view Topic review: Ghostbusters Doom Revisited

by wildweasel » Sun Jul 22, 2007 3:41

If it requires ACS, then there aren't very many people at the Armory that would be able to help you - so I'm going to do you a favor and punt this topic over to Projects, where more people are likely to see it.

by Visplane_Overflow » Sun Jul 22, 2007 2:31

It looks like you've still got your Partial Invisibility sphere on, or maybe nobody knows how to help you. You should probably look elsewhere for assistance, Janitor.

Ghostbusters Doom Revisited

by Janitor » Mon Jul 16, 2007 4:16

I have obtained permission from Scuba Steve to rework the Ghostbusters Doom to make it more modern and replace the old (failing) DeHacked patch. I have redone most of the weapons using decorate, just adding some cooler effects and the like, but I'd like to get some help on one of the weapons. I would like the PKE meter actually detect when ghosts are near. i was thinking that i should use an ACS script to determine if enemies of a certain TID are near, and it will give an inventory item that makes the PKE meter graphic behave differently...

Help?

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