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 Advanced Bunker Modules 1.50 (B26) 
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: Advanced Bunker Modules
Gawd, the Selling module is incredible. :shock:
Be careful not to move a brainbot in there though. :P


Wed Sep 07, 2011 8:21 pm
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Post Re: Advanced Bunker Modules
Gotcha! wrote:
Gawd, the Selling module is incredible. :shock:
Be careful not to move a brainbot in there though. :P



Thanks for reminding me, thought about it but I quickly forgot it again :p


Wed Sep 07, 2011 8:28 pm
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Post Re: Advanced Bunker Modules
akblabla wrote:
Oh and unlike normal teleporters these can also transport TDExplosives, as long as the price is above 0. So if an enemy sneaks by a teleporter without destroying it you can just send a couple of napalm bombs as a little surprise >:D


Already thought of that for emergency defense, but I used some Cluster Mine Bombs. :D


Wed Sep 07, 2011 9:07 pm
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Post Re: Advanced Bunker Modules
I'm seeing that my list of ideas is starting to get shorter and shorter...

Good work.


Wed Sep 07, 2011 10:04 pm
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Post Re: Advanced Bunker Modules
I'm loving you modules so far, they're very useful.

I have several ideas for some new modules, maybe you'd be interested enough to make any of them.
1. One way teleporter. I haven't seen one of those in any mod yet. It would be useful to be able to teleport a unit to part of the base where he's needed without enemies being able to use it other way around.
2. Cloning/Auto-Buy module. A module that automatically spits out a previously defined unit, every now and them.


Thu Sep 08, 2011 11:18 am
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Post Re: Advanced Bunker Modules
kiberkiller wrote:
I'm loving you modules so far, they're very useful.

I have several ideas for some new modules, maybe you'd be interested enough to make any of them.
1. One way teleporter. I haven't seen one of those in any mod yet. It would be useful to be able to teleport a unit to part of the base where he's needed without enemies being able to use it other way around.
2. Cloning/Auto-Buy module. A module that automatically spits out a previously defined unit, every now and them.


One way teleporter I believe has been done several times. It is quite easy to do yourself though. Just remove the teleporting part of either teleporterA or B

Though I might make a teleporter that teleports the actor to a waypoint set by the teleporter. Then using an energy system to restrict teleporting too large distances.

(Working on energy system, here is a small teaser)

Image


For the second question. I believe cave cricket made something exactly like that, though I don't remember the name of the mod :(


Tue Sep 13, 2011 7:10 pm
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Post Re: Advanced Bunker Modules 1.02
akblabla, make that a prefabricated base!

Lol, is that power node connected to the metal in the bunker modules?
Did you make that thing the power mainframe?


Wed Sep 14, 2011 12:26 am
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Post Re: Advanced Bunker Modules 1.02
Asklar wrote:
akblabla, make that a prefabricated base!

Lol, is that power node connected to the metal in the bunker modules?
Did you make that thing the power mainframe?


It doesn't detect the metal within the bunker modules. All the power related objects just connect to everything within range (480 pixels for powernodes, 192 for everything else), but placing the power nodes in the walls like that will be the best idea unless you want the AI to just walk right in and destroy it, cutting of power in half of your bunker :P


Wed Sep 14, 2011 6:25 am
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Post Re: Advanced Bunker Modules 1.02
Dude, I thought that because I was paying attention that all your modules are touching the metal part of the bunker walls.

It would be so "lol" if you could do that.


Wed Sep 14, 2011 6:31 am
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Post Re: Advanced Bunker Modules 1.50 (B26)
Update :)


Sun Sep 18, 2011 12:44 pm
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Post Re: Advanced Bunker Modules 1.50 (B26)
I love the buying/selling modules, really a great idea (which was needed for DECADES! (yush, since 1687))
Altough I havent seen those bunker bunker modules actually increasing the speed of my projectiles, I did see that they really decrease the speed of incoming projectiles, and Im sure they have saved my actors from some RPG ans sniper shots. Anyway its far better than the vanilla "shooting holes" too, so good job!


Wed Sep 21, 2011 9:58 pm
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Post Re: Advanced Bunker Modules 1.50 (B26)
sabasNL wrote:
I love the buying/selling modules, really a great idea (which was needed for DECADES! (yush, since 1687))
Altough I havent seen those bunker bunker modules actually increasing the speed of my projectiles, I did see that they really decrease the speed of incoming projectiles, and Im sure they have saved my actors from some RPG ans sniper shots. Anyway its far better than the vanilla "shooting holes" too, so good job!


Well the accelerator boosts for example an assault rifle bullet by about 30 % and a thumber grenade about 100%. The reason why it isn't that noticeable is that in cortex command a bullet either bounces of, enter or penetrating the enemy, dealing either 0 , 10 or 20 damage (on a normal actor). I just don't want to make a normal 10 damage bullet into a 20 damage bullet, that i think would be too big of a buff. Maybe when if I add energy consumption I will make it that powerful though ;)


Thu Sep 22, 2011 5:47 pm
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