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 MPAM - AAL heavy unit 
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Joined: Fri Dec 22, 2006 12:47 pm
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Post Re: AAL Mecha - MPAM
Sweet...

As for weapons, a MASSIVE chainsword. As in, MASSIVE.


Sun Sep 30, 2007 10:26 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: AAL Mecha - MPAM
No_0ne wrote:
numgun wrote:
Also explain how does the IdleOffset work.



IdleOffset is the offset of the hand/foot when it isn't carrying/doing anything.

Also, this is awesome.


Yeah, I know that part but I cant understand how do I set it up properly. How do I set up the coordinates for it? Is there anything special that needs to be in the sprites? And where is the 0,0 coordinates and where do they originate from?

Btw guys, add more descriptions to your weapon ideas. Also very original and even multi feature things are welcome. Also suggest any non lethal tools that could be useful for this mecha.


Sun Sep 30, 2007 3:18 pm
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Joined: Fri Dec 29, 2006 7:42 pm
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Post Re: AAL Mecha - MPAM
A gun that makes walls of some kind, like your terrain bomb, but square and made of concrete. You could call it the barricade gun.


Sun Sep 30, 2007 3:23 pm
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Post Re: AAL Mecha - MPAM
Have it have a tool that creates tunnels. Perhaps it could shoot a drilling machine.

As a mech, it can't just have a souped-up digger for mining.


Sun Sep 30, 2007 6:05 pm
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Post Re: AAL Mecha - MPAM
When will this be done?!


Sun Sep 30, 2007 6:12 pm
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Post Re: AAL Mecha - MPAM
It's done when it's done XD.

How about a deadened version of the Bunklearer ? Something slightly less potent and with a shorter life-span, so that it's uses are limited to bunkers and not outdoors.


Sun Sep 30, 2007 6:37 pm
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Post Re: AAL Mecha - MPAM
numgun wrote:
No_0ne wrote:
numgun wrote:
Also explain how does the IdleOffset work.



IdleOffset is the offset of the hand/foot when it isn't carrying/doing anything.

Also, this is awesome.


Yeah, I know that part but I cant understand how do I set it up properly. How do I set up the coordinates for it? Is there anything special that needs to be in the sprites? And where is the 0,0 coordinates and where do they originate from?

Btw guys, add more descriptions to your weapon ideas. Also very original and even multi feature things are welcome. Also suggest any non lethal tools that could be useful for this mecha.



They originate from the shoulder joint. That's about it, there's nothing real special about it.


Sun Sep 30, 2007 7:17 pm
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Post Re: AAL Mecha - MPAM
A specialized rocket/droppod?

heavily armored, incinerating fire,

Also a huge shield could be cool


Sun Sep 30, 2007 7:47 pm
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Post Re: AAL Mecha - MPAM
OMG great spriting i cant wait to try out this baby it looks orgasmically awesome


Mon Oct 01, 2007 1:17 am
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Post Re: AAL Mecha - MPAM
oh and for a name id like to suggest the running man seeing as i t looks long and gangly like a runner


Mon Oct 01, 2007 1:27 am
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Post Re: AAL Mecha - MPAM
Don't double post, just edit your previous posts.


Mon Oct 01, 2007 1:28 am
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Post Re: AAL Mecha - MPAM
name:
B.F.M.
(BIG ****ING MECH)


Mon Oct 01, 2007 2:48 am
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Post Re: AAL Mecha - MPAM
whitty wrote:
name:
B.F.M.
(BIG ****ING MECH)

cant, BFM is already a magic the gathering card
well. 2 cards
big furry monster.

anyway, looking at the screenshots,
the offset for the emiter on the back of that missile, is off, its not on the center,
if you cant have it in the center because thats like a half a pixel, please use 2 emiters, it looks funky.

its going to be huge, please, give it decent armor, and alot of Health. dont make it indestructable though, that isn't fun. when you can't die, there's no point, its why i dont use the dreadnaugh, maximilian, or most of the time, panzer. they are all uber and never die. dreadnaught is the most uber since its set to getshitmo = 0.

please dont make this a god-mod, and i'll be happy.


Mon Oct 01, 2007 3:47 am
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Post Re: AAL Mecha - MPAM
No_0ne wrote:
They originate from the shoulder joint. That's about it, there's nothing real special about it.



I still dont understand. It rotates in a very wierd way so that I dont know how to fix it. When I aim straight, its ok, but when I aim up or down, the arms go all whacky and rotate around a non existant spot that makes no sense.

Call me stupid but please draw a pic or explain it more briefly.


@ Miles: You call maximillian and panzor strong? ehehe. Theyre not.
This mecha is about 10x times stronger than the panzor, has more mobility, more mass and more thruster power than any other thing in the game.
But, this compensates with heavy firepower. Ive tried a small duel with 2 MPAM's and it was damn fun since both are rather durable but the firepower that the weapons wield is so destructive that they dont stand much of a chance against it.
I mean a rail cannon can splatter a maximillian all over the place in one shot no problem.

And to compensate all above, it will cost you a nice long bill just in order to get the mecha itself (If you play fair ofcourse.) and the weapons dont come cheap either.

As for other news:

The mecha is going to get a head and possibly a nice thruster unit that can be destroyed. Also ive got 3 new melee weapons that are gonna be in.

Also it looks alot like this is me making an Eradication Wars mod for CC. Quite ironic.


Mon Oct 01, 2007 12:35 pm
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Post Re: AAL Mecha - MPAM
post screenshots or we cant really help you as much as we could with screenshots.


Mon Oct 01, 2007 12:38 pm
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