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 Superheavy dropship: The Bethesda 
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Joined: Tue May 19, 2009 4:22 pm
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Post Re: Superheavy dropship: The Bethesda
Flammablezombie wrote:
Doesn't need converting, it worked for B22 last time I tried it.

I think he meant B23


Mon May 25, 2009 12:27 pm
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Joined: Sat Jan 24, 2009 11:00 am
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Post Re: Superheavy dropship: The Bethesda
I absolutely luv the Bethesda. And you should make more (I know theres alot going on). This is way too good to let die. If you're having difficulty on your own, maybe find someone who will help you with it? You never know... (I was going to comment on the gibs but others have already done that quit a bit, otherwise excellent! 10/10 Rubber Chickens!)

Why did you feel the need to bump a 4 MONTH OLD topic


Tue Sep 22, 2009 9:00 am
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Joined: Sun Sep 13, 2009 8:18 pm
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Post Re: Superheavy dropship: The Bethesda
:shock: coolbeans! dl now!


Wed Sep 23, 2009 4:38 am
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Post Re: Superheavy dropship: The Bethesda
Tap wrote:
:shock: coolbeans! dl now!

Probably doesn't work because it's build 22 or lower.


Wed Sep 23, 2009 12:18 pm
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Post Re: Superheavy dropship: The Bethesda
It works just as well as any dropship.


Thu Sep 24, 2009 5:17 pm
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happy carebear mom
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Post Re: Superheavy dropship: The Bethesda
Conversion b22->b23
1. Check that there are no dependencies on old .rte or resource names
2. Check the length of the PresetName, that it is less than 11 characters
3. Profit.


Thu Sep 24, 2009 5:54 pm
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Joined: Sat Dec 27, 2008 5:18 pm
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Post Re: Superheavy dropship: The Bethesda
Flammablezombie wrote:
It works just as well as any dropship.

Indeed, theres just nothing special to it, except the sprite, which is godly. I was expecting something way stronger, but seems that it doesn't hold up even against the vanilla dropships.

I'd really like to see this turned into a gunship.


Fri Sep 25, 2009 8:02 am
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Post Re: Superheavy dropship: The Bethesda
*swipes flecks of lichen from his once hibernating form*

WHO DOTH NECRO MY THREAD? AND, FOR WHAT REASON DOST THOU DO SO?

EDIT: Damn, whole swarm of necro doom.

Anyway, on the gunship thing; it'll take a lot of LUA (which I'm pretty sure no one else has perfected yet) to make it a gunship. I've had the idea for a bit. I want to add 2 small topside defense guns to the engine mounts so the thing could defend itself and maybe provide some light offense.

But, in order to do that, I'd have to implement the trig functions manually etc. And, I just got a part time job and am still a full time student (and I just bought A Murder of Crows) so don't count on much ATM.


Fri Sep 25, 2009 8:40 am
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Post Re: Superheavy dropship: The Bethesda
Adding turrets is pretty easy actually.


Fri Sep 25, 2009 11:25 am
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Post Re: Superheavy dropship: The Bethesda
lots of people have perfected turrets on dropships.


Fri Sep 25, 2009 11:45 am
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Post Re: Superheavy dropship: The Bethesda
This is what I get when SOTS eats my spare time.

Anyway I'll see if I can implement turrets here. But I plan on making them seperate, autonimous actors (so no crazy controlpad stuff)


Fri Sep 25, 2009 7:49 pm
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Post Re: Superheavy dropship: The Bethesda
As far as I know, all controlled turrets so far have been separate actors with their standard AI disabled and fed the player's input whilst controlling the dropship.


Sat Sep 26, 2009 5:03 am
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Post Re: Superheavy dropship: The Bethesda
411570N3 wrote:
fed the player's input whilst controlling the dropship.

Would be cool to have them be separate actors altogether and fire independently.


Sat Sep 26, 2009 5:07 am
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Post Re: Superheavy dropship: The Bethesda
Jesus S. Christ.....


Sat Sep 26, 2009 6:36 am
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Post Re: Superheavy dropship: The Bethesda
I'm reminded of the discussion earlier in this thread about the artillery crab with two weapons.

Two weapons are possible now!
After the Bethesda has turrets, maybe it can be fully realized?


Sat Sep 26, 2009 6:09 pm
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