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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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 Re: Yet Another... Nuclear Bomb!
deathbringer wrote: I seriously have no idea why it keeps crashing... i haven't experienced this before...
Nevermind i got it working now. Don't really know how i did it.... 
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Wed Feb 04, 2009 3:25 pm |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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 Re: Yet Another... Nuclear Bomb!
Yeah, the vehicle-mounted launcher should definitely fire an actual missile, not lob the damn thing.
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Wed Feb 04, 2009 4:30 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Yet Another... Nuclear Bomb!
I have Ivan's permission to use his tank, so I'm making it now.
I'll try to find a nuke sound at the same time and remove all the pineapples to put their effects instead so we don't just hear Vanilla xplosions.
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Wed Feb 04, 2009 7:32 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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 Re: Yet Another... Nuclear Bomb!
Test it against this, post gifs in both threads, then get back to us FNORDviewtopic.php?f=61&t=13609
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Wed Feb 04, 2009 8:34 pm |
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Zinc
Joined: Thu Jun 26, 2008 8:18 am Posts: 241
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 Re: Yet Another... Nuclear Bomb!
Great mod, I really love it. But I must disagree with everyone, version 0.6 is actually underpowered if this is actually going to be considered a nuclear bomb. This is possibly mini-nuke. As a result of a great idea I decided it was a good idea to put one of NumGun's DATA actor's into the nuke craft, and when it hit... it didn't kill him, let alone take off his head.  That face-to-face hit should have ripped him apart. As a result, I say make more rape in the area of the explosion, and keep the shockwave at a minimum.
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Wed Feb 04, 2009 10:31 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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 Re: Yet Another... Nuclear Bomb!
Could you make it so that it doesn't make dig long spikes into the ground? At least for me, it feels better when an explosion completely clears out a small area instead of making spikes through the ground.
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Wed Feb 04, 2009 10:57 pm |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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 Re: Yet Another... Nuclear Bomb!
Sixteen wrote: Could you make it so that it doesn't make dig long spikes into the ground? At least for me, it feels better when an explosion completely clears out a small area instead of making spikes through the ground. The problem with that is that a realistic 'crater' requires (if I understand in-game explosives correctly, which I probably don't) tons of small very sharp, very short-lived explosion emitters, which eats up CPU a hell of a lot worse than one big emitter.
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Wed Feb 04, 2009 11:07 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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 Re: Yet Another... Nuclear Bomb!
Sixteen wrote: Could you make it so that it doesn't make dig long spikes into the ground? At least for me, it feels better when an explosion completely clears out a small area instead of making spikes through the ground. I agree with this because ever since B22 came out, the skirmishes I had lasted only as long as the terrain was available which ultimatly lasted for a little more than an hour. All with vanilla actors after I cleaned out my CC folder for B22. So I would like less ground chewing and more wipe outs. You can make multiple versions of the nuke, you don't only have to churn out one. You can make two nukes: Depth vs. Breadth
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Wed Feb 04, 2009 11:18 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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 Re: Yet Another... Nuclear Bomb!
This nuke is excellent, with exceptions to the spiky crater, which looks bad, try and make it a nice round edge, as mentioned by duo9ace and Sixteen.
I like this nuke because it's a nice small crater but it wipes out nearly every actor on the scene with it's shock-wave.
10 points.
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Thu Feb 05, 2009 7:35 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Yet Another... Nuclear Bomb!
Well I'll try to use that terrain glitch like the Planet Killer. Guess I'll have to ask Shook's permission.
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Thu Feb 05, 2009 1:08 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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 Re: Yet Another... Nuclear Bomb!
MaGmA wrote: From what I see in the screen shot, it's a TDE. I'd like it a lot more if you made it an ACRocket, that gibs a nuclear bomb, so that you can control it.
Fantastic glow though. Then just load it into a rocket. Excellent mod by the way! Trying it right now!
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Sat Feb 07, 2009 3:04 am |
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YoshiX
Joined: Sun Mar 18, 2007 12:39 am Posts: 267
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 Re: Yet Another... Nuclear Bomb!
Dont use exploits to make a mod you plan on keeping, EVENTUALLY they will be fixed then you'll be stumped. Oh and yes I do quote 'EVENTUALLY' 
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Mon Feb 09, 2009 2:14 am |
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sss505sss
Joined: Mon Feb 09, 2009 4:21 pm Posts: 22 Location: My house.
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 Re: Yet Another... Nuclear Bomb!
All i can say is that this is my most favorite mod download ever. I used the bomb that was a craft but i put 5 D-type bombs in it. It was varry laggy but nothing survived.
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Mon Feb 09, 2009 4:40 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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 Re: Yet Another... Nuclear Bomb!
Update Here!
v0.7 -C-Type added -Magazine added to the PNL, so it actually shoots off the rocket and it disappear on the gun. -PNL Fire Velocity and Recoil increased.
v0.8 -Changed the explosion to be more "Modding Friendly" so i don't have to change the explosion effects like 10 times at each changes i make. -More roundish crater, less long spikes. -Changed the Pineapple Nades to something less... less. -NUKE SOUND! -Firepower sadly decreased to make less spikes in the ground, but still rapes pretty much everything. (Not to include the OMGWTFBBQ über actors from the other modders)
Now... I'm off.
EDIT: Almost forgot. I made the shockwave less visible but personally, i liked the old one better.
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Tue Feb 10, 2009 10:20 pm |
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Chaseyqurt
Joined: Sat Feb 14, 2009 12:14 am Posts: 2
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 Re: Yet Another... Nuclear Bomb! - Updated 2/10/09
For some reason the weapons don't show up at all, please help.
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Sat Feb 14, 2009 5:12 am |
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