CombatModules V5 - Doainar Control Room + Other stuff! (WIP)
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Or you could play rocket strikes with a friend. Or maybe even make a craft with a really fast exitinterval, load it up with those newfangled carpet bomb napalm bombs and fly it over the enemy base with the doors open.
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Mon May 18, 2009 7:49 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Prepare for launch! Done! It'll be in the next version. I think I'll fix up the windowed corridor I converted next as it doesn't have much to have done to it. Then I'll add that into the pack too.
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Mon May 18, 2009 8:23 pm |
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Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
CombatMedic02 wrote: Prepare for launch! This is perfect for making warheads in game. Loading up rockets manually as a pain in the ass ( they fell over... alot) You sure are getting the hang of this bunker lark arn't you?
Last edited by Wingwolf on Mon May 18, 2009 8:31 pm, edited 1 time in total.
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Mon May 18, 2009 8:27 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
nvm I thought it was smaller then that (I was thinking about when landing a rocket in there)
Perfect missle silo =P (You can even load the munitions inside youself =P)
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Mon May 18, 2009 8:29 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Wingwolf wrote: You sure are getting the hang of this bunker lark arn't you? I have such great ideas coming my way!
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Mon May 18, 2009 8:30 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
*IDEA* Make a turbo-charger lua module that pings a rocket out fast enough to catch a dropship flying overhead, then make it 'reload' by emitting a new one whenever there isn't one in the hangar. You have until a dropship flies overhead to load it up with C4.
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Mon May 18, 2009 8:42 pm |
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Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Remember your grenade trap? You should make a corridor with a small trench that fits naids.
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Mon May 18, 2009 8:42 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Flammablezombie wrote: *IDEA* Make a turbo-charger lua module that pings a rocket out fast enough to catch a dropship flying overhead, then make it 'reload' by emitting a new one whenever there isn't one in the hangar. You have until a dropship flies overhead to load it up with C4. I'm not a strong scripter but I can give it a go... maybe. Wingwolf wrote: Remember your grenade trap? You should make a corridor with a small trench that fits naids. Oh look at that... another winner.
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Mon May 18, 2009 8:45 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
And ready-made sniper towers that one get's into by a teleport on the underside. That would be cool.
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Mon May 18, 2009 8:48 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Lizard wrote: And ready-made sniper towers that one get's into by a teleport on the underside. That would be cool. I can do that. It might have to wait for the next version though. The work load is piling up now. Not that it's a bad thing.
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Mon May 18, 2009 8:57 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
To save yourself some work you could ask Gotcha! for his Unitec modules.
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Mon May 18, 2009 8:59 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
I loved Gotcha!'s bunker modules! I still would like to create my own though. He inspired me to make this.It's a little big... I could make a small version.
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Mon May 18, 2009 9:20 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
If you dont mind adding more (purely for the looks) bunker pieces then perhaps smokestacks with smoke floating out (Could work like the Ronin's fire extinguisher thing where AI cant spot you) (Or something among those lines lol)
I wish I could sprite =P Id start making a list of background pieces for everyone XD
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Mon May 18, 2009 9:32 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
the silo looks awesome. you should also add a left only/right only one for use in bunkers, pre-containing a rocket, for quick escapes. the problem is making it not tip and get stuck. I finally had that happen this build.
Just imagine a huge silo with a single rocket in it, all underground, with a thin wall between you and your brain bunker, so the AI goes through your base, then to escape, dig a little hole, get in, and fly away. WOOOSH...
The shape is right, but try to make it look less like its just copy/pasted from existing modules, maybe put the landing-pad shape in the bottom of it, a sign in the background, warnings near where the rocket thrusters will be, nice big yellow and black stripes, kind of faded and pre-burnt if you can shade it. re-enforce the walls to have more mega-metal or whatever. you know, still look nice, still fit vanilla content, but not look like it could be made with random bunker bits.
fantastic job, these are turning out nicely.
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Mon May 18, 2009 9:41 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Miles_T3hR4t wrote: the silo looks awesome. you should also add a left only/right only one for use in bunkers, pre-containing a rocket, for quick escapes. the problem is making it not tip and get stuck. I finally had that happen this build.
The shape is right, but try to make it look less like its just copy/pasted from existing modules, maybe put the landing-pad shape in the bottom of it, a sign in the background, warnings near where the rocket thrusters will be, nice big yellow and black stripes, kind of faded and pre-burnt if you can shade it. re-enforce the walls to have more mega-metal or whatever. you know, still look nice, still fit vanilla content, but not look like it could be made with random bunker bits. Waaaaaay ahead of you. I already created them. Heh, let's get them made first shall we Miles? Customising can come at a later date. Thank you for your comments.
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Mon May 18, 2009 10:01 pm |
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