Bunker Busters---F I N A L
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
Switch the Code: spawn.Pos.X = self.StoreX; with Code: spawn.Pos.X = self.StoreX+RangeRand(<Possible deviation, in pixels>, <Same as first parameter, but negative>); You could make more complex stuff which would mess around with the dispersion, but this is the basic idea.
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Sun Jan 30, 2011 1:26 pm |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
Thanks for your help Allstone. I'll be adding it next version.
Update *Fixed gibs *Added inaccurate digging BB grenade *Some more Lua stuff that I can't remember
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Mon Jan 31, 2011 8:13 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Bunker Busters! No Drop Limits! V14!!!
Will these dig though doors, or should I expect a broken game? Also, in my opinion, the sprites could use more outline. Or at least a darker one.
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Thu Feb 03, 2011 7:40 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bunker Busters! No Drop Limits! V14!!!
They will probably detonate or deflect on doors, depending on material and relative gibimpulselimit.
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Thu Feb 03, 2011 7:46 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! No Drop Limits! V14!!!
I made a "Deliverer", it delivers cargo to where you (a) Throw the grenade linked to it or (b) Order it from crafts. Here's the opening animation: Update *Added, "Deliverer" Bunker Buster, and a grenade to go with it. I will not update after this unless there is a significant amount of people wanting me to. FINAL UPDATE. Dun dun dun duuuhhhhhhhn. [*Ominous music plays*]
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Fri Feb 04, 2011 7:19 am |
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LostFlip
Joined: Sun Jan 30, 2011 6:09 am Posts: 19
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Re: Bunker Busters---F I N A L
Very good mod, but bad if the map doesn't allow you to call cargoes from everywhere. i also wish you put the changelog in the OP so (lazy) people have to search .
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Fri Feb 04, 2011 1:41 pm |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: Bunker Busters---F I N A L
Right now I personally don't want update, However If you can make this balanced, and can drop anywhere ill be sure that DEMAND WILL SPIKE!
Unless your making a more awesome mod, or you just dont want to mod CC anymore, fine with me to
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Sat Feb 05, 2011 12:54 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters---F I N A L
bioemerl wrote: Right now I personally don't want update, However If you can make this balanced, and can drop anywhere ill be sure that DEMAND WILL SPIKE!
Unless your making a more awesome mod, or you just dont want to mod CC anymore, fine with me to I am still going to mod cc, I just don't feel like developing this one right now. And it's impossible to make it drop anywhere, although if you look you'll find that there is a BB Caller. It's in Bombs. I'll make the OP a lot better soon. Thanks for your comment. LostFlip wrote: Very good mod, but bad if the map doesn't allow you to call cargoes from everywhere. i also wish you put the changelog in the OP so (lazy) people have to search . As I said earlier, there is a BunkerBuster Caller in "Bombs". Now that it's in final, I'll put the changelog in the op.
Last edited by Dylanhutch on Sat Feb 05, 2011 5:21 am, edited 1 time in total.
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Sat Feb 05, 2011 1:22 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bunker Busters---F I N A L
Dylanhutch wrote: 411570N3 wrote: for a defender to neutralise the thread. 411570N3 wrote: neutralise the thread. Wait... What? 411570N3 wrote: Shhh. Typos retroactively cease to exist. Always.
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Sat Feb 05, 2011 2:23 am |
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