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 Base Defense [B22 Only] 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post 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?


Sun Jun 29, 2008 12:00 am
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Joined: Wed Nov 21, 2007 7:49 pm
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Post 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!


Sun Jun 29, 2008 2:21 am
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Joined: Fri May 16, 2008 11:12 pm
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Post 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! :grin:


Sun Jun 29, 2008 2:58 am
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Joined: Sun Dec 03, 2006 11:28 pm
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Location: Some remote asteroid field. (Yea, we get cable.)
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Post 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. :D


Sun Jun 29, 2008 4:28 am
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Joined: Sat Aug 25, 2007 5:50 am
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Location: Planet Telex
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Post 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.


Sun Jun 29, 2008 12:22 pm
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Post 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.


Sun Jun 29, 2008 3:18 pm
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Joined: Sun Nov 11, 2007 1:49 pm
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Post 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? :)


Sun Jun 29, 2008 3:22 pm
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Joined: Tue May 27, 2008 2:28 am
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Post Re: Base Defense
Awesome Nick! :D


Sun Jun 29, 2008 8:04 pm
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Joined: Sun Apr 13, 2008 5:24 pm
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Post 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.


Sun Jun 29, 2008 10:46 pm
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Post Re: Base Defense
The alarm is very very clever.
Nuce work! :)


Sun Jun 29, 2008 10:47 pm
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Joined: Sat May 05, 2007 6:04 pm
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Post 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.


Mon Jun 30, 2008 10:45 am
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Joined: Sat Jan 27, 2007 10:25 pm
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Post 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.


Mon Jun 30, 2008 10:52 am
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Joined: Sat May 05, 2007 6:04 pm
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Post 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).


Mon Jun 30, 2008 11:16 am
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Joined: Wed Nov 21, 2007 7:49 pm
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Post 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.


Sun Sep 14, 2008 5:19 pm
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Joined: Tue May 27, 2008 2:28 am
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Post Re: Base Defense (Update: Ceiling Turret)
Cool! DLin' now.


Sun Sep 14, 2008 5:27 pm
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