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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Base Defense
Two updates in the same day!? Somebody pinch me!! Mines look cool, gonna test. re-Dl'ed
Edit:it was in the same day as dstech, right?
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Sun Jun 29, 2008 12:00 am |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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Re: Base Defense
CaveCricket48 wrote: Two updates in the same day!? Somebody pinch me!! Mines look cool, gonna test. re-Dl'ed
Edit:it was in the same day as dstech, right? Yes, same day. If you're lucky, I might add something tomorrow too!
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Sun Jun 29, 2008 2:21 am |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Base Defense
NickFury666 wrote: CaveCricket48 wrote: Two updates in the same day!? Somebody pinch me!! Mines look cool, gonna test. re-Dl'ed
Edit:it was in the same day as dstech, right? Yes, same day. If you're lucky, I might add something tomorrow too! Then may luck be with us!
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Sun Jun 29, 2008 2:58 am |
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Cheeso
Joined: Sun Dec 03, 2006 11:28 pm Posts: 45 Location: Some remote asteroid field. (Yea, we get cable.)
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Re: Base Defense
Now you should make a version that looks like laser beams, and another that's a motion detector. Then make like, a wall mounted/ceiling mounted flamethrower trap or lulz.
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Sun Jun 29, 2008 4:28 am |
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zness
Joined: Sat Aug 25, 2007 5:50 am Posts: 319 Location: Planet Telex
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Re: Base Defense
I love that you used the dreadnought body sprite for the mines. It fits in great with vanilla CC.
No sarcasm intended.
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Sun Jun 29, 2008 12:22 pm |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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Re: Base Defense
zacness wrote: I love that you used the dreadnought body sprite for the mines. It fits in great with vanilla CC.
No sarcasm intended. That's what I try to do, make them look like pre-existing ones.
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Sun Jun 29, 2008 3:18 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Base Defense
This is nice, this pack needs abit more content before I'm downloading though. Maybe you could make a bomb that spawns a sentry?
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Sun Jun 29, 2008 3:22 pm |
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GoreTaco
Joined: Tue May 27, 2008 2:28 am Posts: 32
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Re: Base Defense
Awesome Nick!
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Sun Jun 29, 2008 8:04 pm |
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Voracious32
Joined: Sun Apr 13, 2008 5:24 pm Posts: 49
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Re: Base Defense
Nice job on the alarm. I haven't checked out the mine, but it looks good. DLing now. If it could be done, I think it would be a great idea to have bombs that go off when the alarm does. That could alert you of the problem AND help deal with it.
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Sun Jun 29, 2008 10:46 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Base Defense
The alarm is very very clever. Nuce work!
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Sun Jun 29, 2008 10:47 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Base Defense
If you ask Grif he might tell you how to set the alarm to still work but be unselectable. I know he did that at some point.
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Mon Jun 30, 2008 10:45 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Base Defense
Wouldn't trigger correctly, I'm afraid. The only alternative I can think of is making it Team = -1, but even if you found a way it'd be "triggered" by your own method.
The Blender/Pyro thrusters were dead-on-arrival rockets with activated thrusters. This mod requires a live, or at least AI enabled, AHuman.
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Mon Jun 30, 2008 10:52 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Base Defense
Oh right. That's too bad then, it's annoying to have to skip over pinned actors that are useless to control (because they won't autofire).
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Mon Jun 30, 2008 11:16 am |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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Re: Base Defense (Update: Ceiling Turret)
Added a long-awaited update. A ceiling turret that can only fire straight left or right. The rounds arc down, so it's not terribly hard to kill enemies.
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Sun Sep 14, 2008 5:19 pm |
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GoreTaco
Joined: Tue May 27, 2008 2:28 am Posts: 32
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Re: Base Defense (Update: Ceiling Turret)
Cool! DLin' now.
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Sun Sep 14, 2008 5:27 pm |
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