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 The Spike Launcher. 
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Joined: Sat May 24, 2008 5:10 am
Posts: 167
Location: In Belgium!!!!
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Post Re: The Spike Launcher.
That's exactly what I wanted to make : a spike that stays in the body of the enemy.

But i assume it's impossible.

Here's a recolor.

Image

I know,it's not any brighter,but CC's palette hates me.


Wed May 27, 2009 8:23 pm
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Joined: Sat May 24, 2008 5:10 am
Posts: 167
Location: In Belgium!!!!
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Post Re: The Spike Launcher.
I saw somewhere that custom wounds were impossible.

:(

Also,I'll never put outlines to my sprites.


Wed May 27, 2009 8:27 pm
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Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
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Post Re: The Spike Launcher.
SpacePope wrote:
I saw somewhere that custom wounds were impossible.

:(

Also,I'll never put outlines to my sprites.


Ill try it through pinned luad attachables (closest unit at gib adds atachable)


Wed May 27, 2009 8:34 pm
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Joined: Fri May 22, 2009 4:22 pm
Posts: 64
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Post Re: The Spike Launcher.
Lua cannot access attachables, lafe.


Thu May 28, 2009 2:32 pm
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Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
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Post Re: The Spike Launcher.
HappyBirthday wrote:
Lua cannot access attachables, lafe.

It Can attach AEmitters though.
frome the wiki

AttachEmitter
Attaches an AEmitter to this MOSRotating.

Arguments:

The AEmitter to attach, ownership IS transferred!
The offset from the origin of this MOSRotating to where the AEmitter's joint is attached.
Return value:

None.


Thu May 28, 2009 8:01 pm
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Joined: Mon Feb 12, 2007 12:46 am
Posts: 1765
Location: ..............
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Post Re: The Spike Launcher.
lafe wrote:
HappyBirthday wrote:
Lua cannot access attachables, lafe.

It Can attach AEmitters though.
frome the wiki

AttachEmitter
Attaches an AEmitter to this MOSRotating.

Arguments:

The AEmitter to attach, ownership IS transferred!
The offset from the origin of this MOSRotating to where the AEmitter's joint is attached.
Return value:

None.

Not those attachables. The attachables as in armor, the Coalition's helmet.


Thu May 28, 2009 8:53 pm
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Joined: Fri Aug 22, 2008 6:08 pm
Posts: 170
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Post Re: The Spike Launcher.
Is this compatible with B24?
I'd like to have this totally original and never before seen weapon in my arsenal.


Fri Dec 24, 2010 2:58 am
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Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
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Post Re: The Spike Launcher.
Try it and find out.


Fri Dec 24, 2010 5:50 am
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Joined: Sun Mar 07, 2010 6:23 am
Posts: 46
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Post Re: The Spike Launcher.
This seems awfully generic. Executed well, but still generic since it's basically a copy of vanilla content.


Fri Dec 24, 2010 10:00 am
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Joined: Mon Oct 25, 2010 5:51 am
Posts: 1198
Location: Sydney
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Post Re: The Spike Launcher.
Miserable bunch, aren't we?


Fri Dec 24, 2010 11:18 am
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Joined: Tue Dec 23, 2008 8:04 pm
Posts: 1545
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Post Re: The Spike Launcher.
Got you a gif:
Image
The mod itself is reasonable, I have one point of criticism that does not concern the sprite; It's horribly underpowered, I spend more time looking for an actor who's head would explode, then I spend making the gif....


Fri Dec 24, 2010 1:55 pm
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