View unanswered posts | View active topics It is currently Thu Dec 26, 2024 6:30 pm



Reply to topic  [ 215 posts ]  Go to page Previous  1 ... 8, 9, 10, 11, 12, 13, 14, 15  Next
 Experimental Dummy Vehicles (2013-01-03: R12) 
Author Message
User avatar

Joined: Thu Dec 27, 2007 4:08 am
Posts: 590
Location: USA
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Is it me, or is the Robot 2 in that GIF retarded?


Tue Nov 02, 2010 1:47 am
Profile
User avatar

Joined: Wed Feb 17, 2010 12:07 am
Posts: 1545
Location: That small peaceful place called Hell.
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Its Pinned.

Love the update and new turret Abdul, keep it coming.


Tue Nov 02, 2010 4:27 am
Profile
User avatar

Joined: Sun Mar 07, 2010 7:19 am
Posts: 1279
Location: Places. And things.
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Can i please have that turrets gun in a actual gun form please?


Sat Nov 06, 2010 8:01 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I bet the recoil would kill a normal actor. Or atleast knock them back alot.


Sat Nov 06, 2010 8:11 pm
Profile
User avatar

Joined: Sun Mar 07, 2010 7:19 am
Posts: 1279
Location: Places. And things.
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
mail2345 wrote:
I bet the recoil would kill a normal actor. Or atleast knock them back alot.

Dummy behemoth?
EDIT: Ether that or you can make recoil dampeners on the gun. (decrease recoil in the ini)


Sat Nov 06, 2010 8:12 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
It is not quite that simple.


Sun Nov 07, 2010 4:16 am
Profile WWW
User avatar

Joined: Sun Mar 07, 2010 7:19 am
Posts: 1279
Location: Places. And things.
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
411570N3 wrote:
It is not quite that simple.

*facepalm* I remember, it has something to do with the mass and such?


Sun Nov 07, 2010 4:27 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
The game engine will always convey the recoil of the fired projectile. You have to fire a separate, lighter projectile that then gibs or otherwise spawns the desired projectiles.


Sun Nov 07, 2010 5:29 am
Profile WWW
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Nowadays it's actually easier to have the mass reset on Create(), so you could probably just do that.


Mon Nov 08, 2010 2:09 am
Profile WWW
DRL Developer
DRL Developer

Joined: Tue Aug 11, 2009 5:09 am
Posts: 395
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Actually, the turret fires a weightless particle that spawn a nail at the end of any sprite it touches. One reason is to alternate the spawn point between the upper and the lower muzzle. When using pure ini all projectiles exit the same barrel, or between barrels like the coalition auto-cannon.


Wed Nov 10, 2010 9:52 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I managed to get it to fire from separate barrels by using the TDExplosive method of recoil negation combined with the use of a tracer of exactly the same gibs but on an offset. It works pretty good, actually. It's similar to the 5 barrel machinegun, but asymmetrical.


Wed Nov 10, 2010 10:05 am
Profile WWW
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Realistically speaking, this cannon isn't exactly "light".


Fri Nov 12, 2010 12:22 am
Profile
User avatar

Joined: Sun Mar 07, 2010 7:19 am
Posts: 1279
Location: Places. And things.
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Soooo, is anyone actually going to make it yet?


Fri Nov 12, 2010 12:49 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I still love these things. Granted, as a co-conspirator I've had them for months, but still, I find I place them in every base scene I make now.

The funny story about it being a gun is I did toy around with this as a gun-arm concept originally, for the Behemoth, Mega Man or FFVII Barret style. I have some old mock-ups lying around:

Image Original

Image and again on the touched-up Behemoth.

The barrels eventually got chopped and edited into the Shotgun, and the Hyper Laser concepts.


Mon Nov 15, 2010 6:48 am
Profile
User avatar

Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
Reply with quote
Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I love the new turret and fixes to the hover tank...but can you make it hover above the water in the Hydro Plus mod?


Mon Nov 15, 2010 6:36 pm
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 215 posts ]  Go to page Previous  1 ... 8, 9, 10, 11, 12, 13, 14, 15  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.093s | 13 Queries | GZIP : Off ]