Cortex Command

Cortex Command

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Metroids
   
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Tags: Actors
File Size
Posted
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356.784 KB
2 Apr, 2016 @ 5:01pm
2 Apr, 2016 @ 5:03pm
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Metroids

Description
These are no monsters no be tinkered around with on the field! There are 3 types, regular, Phazon which turn invisibile, and tallon which are violent as a radioactive dinosaur
Once you get one of these bastards on you then they wont get the thought of "OMNOMNOMONOM" Out of their 3 brains untill theres nothing left! They will suck you dry till your body system can't take it no more and eventually explode. These things are best to be taken care of at a distance, but don't be fooled by their innocent, timid, floatiness. Once in range they will shoot at you like a dog on a squirrel rampage. If they do manage to get a hold of you then good luck getting these things off cause they will stick to you like white on rice!

To get your own little critter we have packed one of them in this handy dandy little canister right here (Boy was that fun).
Image
Order one in the bombs section, throw it at your nearest neighborly friend, and run like hell! Reupload, og is coops
Popular Discussions View All (1)
9
27 Jul, 2016 @ 9:41pm
help?
The King Penguin
47 Comments
Kieran Vax'ilian 4 Jan, 2021 @ 7:38pm 
dang it... I remember when it worked, was great... oh well, can't play anyways, Cortex command doesn't play anymore anyways...
Squidstick  [author] 4 Jan, 2021 @ 4:10pm 
I'm sorry mate I just reuploaded it
Kieran Vax'ilian 4 Jan, 2021 @ 3:05pm 
still not fixed?
Explode³ 22 Sep, 2019 @ 5:54am 
Fix it
G03LM 21 Sep, 2019 @ 7:05pm 
Fix it, the idea its cool
Malakark the Pyromancer 4 Feb, 2018 @ 8:02pm 
That description sounds like it's trying to be dirty some points
xD
Kieran Vax'ilian 22 Jan, 2018 @ 4:53pm 
I hope one day this is fixed... because I liked this mod when it was fixed...
Nubbly 10 Mar, 2017 @ 4:06pm 
The metroids don't attack enemies due to a change at some point to the SceneMan:CastMORay function. The specific error in the console is:

ERROR: no overload of 'SceneManager:CastMORay' matched the arguments (SceneManager, const Vector, Vector, number, number, boolean, number)
candidates are:
SceneManager:CastMORay(const Vector&, const Vector&, number, number, number, boolean, number)

It seems the CastMORay function was changed to require an extra integer, namely a terrainID ignore. Because the function in metroid.lua was already set to ignore all terrain, the author could just insert a 128 (grass) id for the terrain ignore in the two places where CastMORay is used to fix this.

Example:
Before: local grabobject = SceneMan:CastMORay(self.Pos,(Vector(1,0):SetMagnitude(self.latchdist)):RadRotate(self.rota),self.ID,33,true,0);

After: local grabobject = SceneMan:CastMORay(self.Pos,(Vector(1,0):SetMagnitude(self.latchdist)):RadRotate(self.rota),self.RootID,33,128,true,0);
GordnBenit 19 Oct, 2016 @ 6:27am 
As others have said, they don't attack enemies. Already tried deleting the folder and letting it reinstall, this flatout doesnt work as it should.
Хоулищит 29 Jul, 2016 @ 12:24am 
metroids dont attack enemy