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StRaider2150
Joined: Mon Dec 27, 2010 1:41 pm Posts: 6
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
I tried it, and I must say, this is impressive. but the rocket itself should have more entry force. I mean, I ordered one of these in a sharpnel version (which i gotta say, you added TOO MUCH SHARPNEL) and well, the rocket didn't fully enter where i wanted (I tried it in the tutorial map, bombing the dummy in the firing range) i got lucky that the explosion cleared the front and the sharpnel did the rest.
Very good.
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Wed Jan 05, 2011 5:28 pm |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
Thanks, I might add a type of lua attachment to them to keep them drilling, though I don't expect to be playing let alone modding cc for a while.
Glad you like it.
Edit:
Update:
*Tweaked velocity values to make it more balanced.
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Sat Jan 08, 2011 10:13 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V11!
I know, double post, but this is important.I managed to make a "digging" script based off some snippets of my other older mods, here it is if anyone wants it.Thanks to mail2345 for some lua help.New version changes are as follows: *The gas gib's sprite is fixed. *Added lua script that allows digging, controls are: W: Explode|S:Dig down. *Yay.
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Fri Jan 21, 2011 7:48 am |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Is there any way to remove the map drop limits?
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Sat Jan 22, 2011 12:29 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Not without editing the map before booting the game.
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Sat Jan 22, 2011 4:49 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Or an insane solution that spawns a fake drop limit selector.
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Sat Jan 22, 2011 6:43 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
I thought of making it an actor that has moving disabled, I even tried but cc crashed with no error or anything. That would work, but I guess lua is a lot easier.
EDIT I just realised something I could change in the lua file to make it more realistic, I'll update it now...
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Sat Jan 22, 2011 10:22 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Now, it digs tunnels with impressive power and speed. Now the mod is more kick ass than it used to be.
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Sun Jan 23, 2011 4:08 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Should I make a variation of these bunker busters? Here are some previews, feel free to say they are ♥♥♥♥. Here is a version of a sprite I madeHere is another version of a sprite I madeHere is another version of a sprite I madeThird one looks more like a real CC weapon. Nice and chubby. Asklar wrote: Now, it digs tunnels with impressive power and speed. Now the mod is more kick ass than it used to be. Why thank you. OKAY. I give up, how the hell does the "self.RotAngle" work, I thought it was degrees, but, well, it wasn't. I'm going to be away for two days, be back on the forums and making mods soon.
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Sun Jan 23, 2011 10:30 am |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Hey can you make me a bunker buster that explodes into Tiberium? Id be eternity grateful and shall add it into Tiberium extended if completed.
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Mon Jan 24, 2011 3:12 pm |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Yeah sure I'll make a sprite too. Well, try..
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Wed Jan 26, 2011 5:30 am |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Poor mans sniper wrote: Is there any way to remove the map drop limits? Can we use bomb like things we can deploy that automatically order one of these to their coordinates? It would make great balance and new game play tactics. But then again the current way is easy to use.
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Wed Jan 26, 2011 5:39 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Generally speaking, that would be fairly easy to make. It might be a better idea to make it a launched grenade or a laser pointer, though. You would also want to make it cost money, which complicates things a bit.
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Wed Jan 26, 2011 6:36 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Having it as a bomb would work around that if it was exactly the same price, or you could just deduct it through Lua.
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Wed Jan 26, 2011 5:44 pm |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Well Roast Veg, I have already done that.But of course, you can't be looking at it as it is digging like the others, it needs to be an actor to really work well, either that or have it automated. Here's the test I did:
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Thu Jan 27, 2011 1:57 am |
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