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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Giant walking crab fortress with mad turrets
P3lb0x, that'd better be lasers I see on that thing. And that thing'd better work. Because I took one look at it and JIZZED IN MAH PANTS. RELEASE PL0X.
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Thu May 21, 2009 9:49 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Giant walking crab fortress with mad turrets
If you behave he might give you beta. Pix: Turrets can't be controlled though... He said he's working on some cool SFX
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Fri May 22, 2009 3:50 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Giant walking crab fortress with mad turrets
Roon3 wrote: If you behave he might give you beta. Turrets can't be controlled though... He said he's working on some cool SFX So it is possible! Won't spacing out the turrets a bit more (ok, a lot more) make them selectable?
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Fri May 22, 2009 6:29 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Giant walking crab fortress with mad turrets
the turret health should be moved around more, and possibly all of the health should add up to 100 rather than it be a ♥♥♥♥ of 100s and hearts.
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Sat May 23, 2009 2:02 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Giant walking crab fortress with mad turrets
Stupid Idea :
For the crab to transport troops, you could attach Actor Docks, and have it activate when the Actors's AI mode is set to patrol. Think of it, dropping the units you want into the fray!
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Sat May 23, 2009 3:30 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Giant walking crab fortress with mad turrets
mmm bodyshields. Maybe a more realistic troop transport idea is an ACrab for the legs, a Dropship without jets for the transport, and AHumans for the autoturrets. Sounds good Y/N? And of course you'll have to point the doors to the sides instead of the bottom.
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Sat May 23, 2009 7:45 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Giant walking crab fortress with mad turrets
carriontrooper wrote: mmm bodyshields. Maybe a more realistic troop transport idea is an ACrab for the legs, a Dropship without jets for the transport, and AHumans for the autoturrets. Sounds good Y/N? And of course you'll have to point the doors to the sides instead of the bottom. Yeah, ACDropships have a bad tendency to auto scuttle when they are held in place. So it's either an ACRocket, or a Docking Bay.
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Sat May 23, 2009 9:05 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Giant walking crab fortress with mad turrets
I think we could have little bunkers with docking bays in them for people to stand in and fire out of, and a little ACRocket transport compartment for actors who are too important to risk. So it would be like, several bunkers, made up of attachables, and an AHuman/ACrab dock in each bunker. Then the ACRocket entrances sticking diagonally down from the body as a whole.
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Sat May 23, 2009 10:35 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Giant walking crab fortress with mad turrets
Sorry about hoaxing you guys with the two fake pics of my Multi Turret Crab, but rest assured. When Roon3 gets on I am gonna have him code up this bad boy, I already have all the actors I need. I just need him to assemble it for me as I am a Luanalphabet. Edit: HOLY ♥♥♥♥ I GOT IT WORKING
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Mon May 25, 2009 4:31 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Giant walking crab fortress with mad turrets
That's awesome p3l. Release now.
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Mon May 25, 2009 7:39 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Giant walking crab fortress with mad turrets
I think I'll wait for Roon3 to get back on IRC and then we need to tweak it
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Mon May 25, 2009 8:20 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Giant walking crab fortress with mad turrets
I'll remodel the old AAL titan and finally add what it was ment to have originally. This turret stuff is excellent.
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Mon May 25, 2009 9:05 pm |
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Aspasia
Joined: Thu May 24, 2007 4:42 am Posts: 308 Location: The Peaceful Town of Hamlet
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Re: Giant walking crab fortress with mad turrets
Note the independant movements Also fighting the mother crab with it is awesome
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Mon May 25, 2009 10:25 pm |
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Saint
Joined: Tue May 19, 2009 2:17 am Posts: 26
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Re: Giant walking crab fortress with mad turrets
My idea, Make a craft, that when it picks up units places them at point A,B,C,D, etc... and they function as turrets from there, keeping picked up health values and using the weapon they had out at the moment of pick up. then create turret units that are spawned with the craft, and make it so it picks up when first opened and not drop them off.
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Mon May 25, 2009 10:46 pm |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: Giant walking crab fortress with mad turrets
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Tue May 26, 2009 12:22 am |
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