Author |
Message |
SpacePope
Joined: Sat May 24, 2008 5:10 am Posts: 167 Location: In Belgium!!!!
|
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. I know,it's not any brighter,but CC's palette hates me.
|
Wed May 27, 2009 8:23 pm |
|
|
SpacePope
Joined: Sat May 24, 2008 5:10 am Posts: 167 Location: In Belgium!!!!
|
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 |
|
|
lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
|
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 |
|
|
HappyBirthday
Joined: Fri May 22, 2009 4:22 pm Posts: 64
|
Re: The Spike Launcher.
Lua cannot access attachables, lafe.
|
Thu May 28, 2009 2:32 pm |
|
|
lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
|
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 |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
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 |
|
|
kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
|
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 |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: The Spike Launcher.
Try it and find out.
|
Fri Dec 24, 2010 5:50 am |
|
|
RHONON
Joined: Sun Mar 07, 2010 6:23 am Posts: 46
|
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 |
|
|
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
|
Re: The Spike Launcher.
Miserable bunch, aren't we?
|
Fri Dec 24, 2010 11:18 am |
|
|
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
|
Re: The Spike Launcher.
Got you a gif: 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 |
|
|
|