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MesoTroniK
Joined: Mon Dec 07, 2009 12:56 am Posts: 36
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Re: OmegaTech Industries
I request, a new type of missile launcher that I do not believe has been done before. It should fire a large missile, that is manually guided to the target like the Coalition one. But at a set distance to actor, terrain, or whatever, splits into four accelerating unguided HE-Frag micro rockets in a shotgun like pattern. And the casing from the delivery missile continues to fly towards the target just behind the submunitions, inertly kinda like a modern cluster bomb, that would deliver a mass only punch. And perhaps the rocket motor would continue to burn in an attempt to penetrate or carry away the target. I would attempt this myself but this is way above my skill level
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Mon Jan 16, 2012 7:04 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: OmegaTech Industries
Actually, there's something quite similar, the Jericho Missile, but it lacks the manual guidance and the main missile body is explosive. Should still work with B26, but I haven't tested it myself.
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Mon Jan 16, 2012 7:38 am |
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Shakatuko
Joined: Mon Oct 10, 2011 12:50 am Posts: 75 Location: Look behind you... Haha I tricked you, I am in Brazil.
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Re: OmegaTech Industries
The Red Gear Army, (Search RGA) which still works with B26, has a Jericho Missile.
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Mon Jan 16, 2012 12:58 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: OmegaTech Industries
For the helmet problem- try to raise its jointimpulselimit, at least to the Coalition Light levels; If they are already, multiply it by 2 or 3. Should work like a charm.
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Mon Jan 16, 2012 4:40 pm |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: OmegaTech Industries
Ok, will do, and as for a guided missile, I can't code in lua to save my life
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Mon Jan 16, 2012 9:12 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: OmegaTech Industries
Many of us learned as Neanderthals about modding cortex command.
Observation, replication and modification, there's enough lua scripts for universal purposes to fill a truck, use your imagination...
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Mon Jan 16, 2012 9:52 pm |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: OmegaTech Industries
Yeah but its like trying to read Japanese, you gotta learn it first to know what does what.
Also, there might be energy shields on one of my units eventually (No Promises!!!)
The Helmet issue was fixed, its jointstrength is set to 5000 (high enough yet?)
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Mon Jan 16, 2012 9:59 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: OmegaTech Industries
MOAR actors, now. Inspiration.exe
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Mon Jan 16, 2012 11:31 pm |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: OmegaTech Industries
I dislike posts like this (above me). Are you a modder? If you are you know how difficult they are to code. You want more actors? YOU code them then. I'll stick with what I'm capable of, and have the ambition to do. The pics are nice, but It'd take me a few weeks/months to sprite and code even 5 actors at my normal modding schedule of 2-3 hours a day, with some exceptions. I'd Quickly lose ambition at the offset and walkpath parts of the actor. Those are incredibly tedious.
Last edited by OmegaX17 on Tue Jan 17, 2012 1:51 am, edited 1 time in total.
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Tue Jan 17, 2012 12:50 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: OmegaTech Industries
Yes, he is a modder. His methods of requesting actors might seem a little demanding, but he means well.
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Tue Jan 17, 2012 1:02 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: OmegaTech Industries
Ah, yes. That is a good mod, but I never did see the name at the top left :3 On a light note, I DO plan for more actors, but only after the XR Unit is stable.
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Tue Jan 17, 2012 1:10 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: OmegaTech Industries
Thanks kettenkrad, yes I believe I am and you could simply know by checking my profile. You dislike people what can teach you a thing or two, fine less work.
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Tue Jan 17, 2012 1:14 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: OmegaTech Industries
How was that teaching me anything? you just said "MOAR actors. Now." Not very good if you're trying to learn how to mod. yeah i said it. Aren't all modders still learning? I didn't dislike CCS for his informative post, nor Kettenkrad. Just be a little less demanding. Questions are okay Demands are... After a day full of school, I'm not very inspired today. Sorry for being rash. I favorited the album and will start work on new actors as soon as I make the XR-Unit into what I started out wanting it to be. Reflective, Overpowered, and Energy Shielded (Just to add to the overpoweredness.)
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Tue Jan 17, 2012 1:23 am |
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Shakatuko
Joined: Mon Oct 10, 2011 12:50 am Posts: 75 Location: Look behind you... Haha I tricked you, I am in Brazil.
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Re: OmegaTech Industries
OmegaX17 wrote: I dislike posts like this (above me). Are you a modder? If you are you know how difficult they are to code. You want more actors? YOU code them then. I'll stick with what I'm capable of, and have the ambition to do. The pics are nice, but It'd take me a few weeks/months to sprite and code even 5 actors at my normal modding schedule of 2-3 hours a day, with some exceptions. I'd Quickly lose ambition at the offset and walkpath parts of the actor. Those are incredibly tedious. *thumbs up*
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Tue Jan 17, 2012 2:43 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: OmegaTech Industries
*thumbs up to thethumbs up* Finally found the way to get the helmet to not fly off and kill the wearer. Implementing tomorrow. The shield script doesn't seem to be working though. Sorry guys, no Eshields yet
Bugfixes: arms now in proper spot, XR unit is now fully reflective, walked right up to the first dreadnought on dummy assault while watching the bullets bounce off it.
OverpoweredTech on hold till ver 1.1 of OmegaTech
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Tue Jan 17, 2012 3:21 am |
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