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 Missile Silo + Clone Tubes 
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REAL AMERICAN HERO
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Post Missile Silo + Clone Tubes
So it's pretty unoriginal, but it's on request from a bro who knows who he is.

It's a missile silo. Spawns rockets. Rockets that explode. Violently.

Then it spawns another rocket.

This process continues.

Features two custom bunkermodules, found in Bunker Systems. GIF it up, dawg.

Image

edit: thanks to darlos for lag fixing


Attachments:
Silo.rte.zip [44.33 KiB]
Downloaded 1206 times
CloneTube.rte.zip [1.53 KiB]
Downloaded 1049 times


Last edited by Grif on Wed Aug 12, 2009 4:48 am, edited 6 times in total.

Tue Jun 09, 2009 6:50 pm
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Post Re: Missile Silo
Explosive?...
*Thumbs Up*


Tue Jun 09, 2009 6:51 pm
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Post Re: Missile Silo
Sounds nice - pictures would be even better though.


Tue Jun 09, 2009 6:59 pm
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Post Re: Missile Silo
Yeah, theres not much to say until you download and test it...
Pictures would be nice.

He did say to "GIF it up."
Someone make a gif, please.


Tue Jun 09, 2009 7:04 pm
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Post Re: Missile Silo
Really nice, I love the use of Lua here.


Tue Jun 09, 2009 7:20 pm
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Post Re: Missile Silo -picatures-
Downloading now, but are these guided rockets by any chance?


Tue Jun 09, 2009 7:55 pm
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Post Re: Missile Silo -picatures-
They are rockets.
Craft rockets.
They are guided by you.


Tue Jun 09, 2009 8:02 pm
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Post Re: Missile Silo -picatures-
Though I could make them work as a bastardized hybrid of the mother crab and homing missile code.

But this is more fun.


Tue Jun 09, 2009 8:04 pm
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Post Re: Missile Silo -picatures-
Quite handy.

Looks like Im too late, but meh - Picatures in action:
Image
Image
No gifs since I got no program to record one. Sorry.


The second pic shows that the rocket even re-spawns if debris stuffed the silo.


...


On a sidenote - id prefer the silo to either use some kind of accleration-tile instead of immediate shooting-out, or no Lua-made launch at all. Looks/Feels abit weird.


Tue Jun 09, 2009 8:12 pm
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Post Re: Missile Silo -picatures-
nifty. though you just had to pack it with zip.... :cry:


Tue Jun 09, 2009 8:55 pm
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Post Re: Missile Silo -picatures-
NeoSeeker wrote:
nifty. though you just had to pack it with zip.... :cry:

I see nothing wrong with ZIP.
Works fine with Winrar.

What do you have?


Tue Jun 09, 2009 8:58 pm
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Post Re: Missile Silo -picatures-
ZIP does not do as good of a job of compression vs RAR or 7Z.


Tue Jun 09, 2009 9:03 pm
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Post Re: Missile Silo -picatures-
Image

Shitty huge gif, but wtf right?


Tue Jun 09, 2009 9:19 pm
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Post Re: Missile Silo -picatures-
2 things.....

1. is their(rockets) gold value 0? if not you could fly them up and get money :)

2. this gives me an idea: what if someone made this but normal rockets, to return your stuff you scavenge on the battle field, like just throw it inn and fly your rocket up, wouldnt require that much editing.

not able to test now, ill be sure to soon.


Wed Jun 10, 2009 2:06 am
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Post Re: Missile Silo -picatures-
I...I am speachless, Grif.

And I can't thank you enough! :bow:

Also...
HOLY CRAP THIS IS TOTALLY AWESOME AND IT'S EXACTLY AS I'D HOPED FOR AND IT IS GLORIOUS! :shock:

I nominate you for the officiall title of "Badass with a heart of gold" for these forums.

Again though, thank you.
And as far as wanting to learn how to mod myself, this is inspiring!

EDIT: After a bit of varied testing, the only odd thing I've found is that some times when playing on your own, the Silo will take an unusually long time to re-arm itself. Also if you have multiple silos, some times only one will continue to re-arm itself.

Also with 2 players, each with single silos, this unusually long re-arm time becomes indefinite.
Something with multiple silos I guess?

EDIT-EDIT:
I think the conditions you have where the next rocket won't spawn until the current one is no longer present, has something to do with the multiple-silos issue.
I made a 2 player skirmish, and did it where they both had the same silo, and then a game where the silos were different. Both players start with rockets, and both fire them off the level. Odd thing is, only one player's silo re-arms itself [let's say, red player]. So I fire that missile off...and then the GREEN player's silo re-arms, and red's does not.


Also,
Grif wrote:
Though I could make them work as a bastardized hybrid of the mother crab and homing missile code.

You should see how that would turn out...seriously.
I made math-models and all that but I'm still missing some sort of dynamic behavior...
If you can get the same effect through Lua, I'd love to see it.
I could care less if it actually hits the right enemy...just as long as it flies at them and ensues with chaos. :lol:


Last edited by tons0phun on Wed Jun 10, 2009 3:36 am, edited 1 time in total.



Wed Jun 10, 2009 2:25 am
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