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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!
I mean't having the call-in signal as a bomb, then spawn a regular actor from the sky.
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Thu Jan 27, 2011 2:07 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!
It would not be very smooth though, I think it would be a lot better if it was an actor. I just can't seem to figure out how.
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Thu Jan 27, 2011 2:21 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!
Ok. Make a bomb, then attach this script to it: Code: function Update(self) self.StoreX = self.Pos.X end
function Destroy(self) local spawn = CreateACRocket("Bunker Buster"); spawn.Pos.X = self.StoreX; spawn.Pos.Y = 10; MovableMan:AddActor(spawn); end Or something like that.
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Thu Jan 27, 2011 2:35 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!
Roast Veg wrote: Ok. Make a bomb, then attach this script to it: Code: function Update(self) self.StoreX = self.Pos.X end
function Destroy(self) local spawn = CreateACRocket("Bunker Buster"); spawn.Pos.X = self.StoreX; spawn.Pos.Y = 10; MovableMan:AddActor(spawn); end Or something like that. I'll try, I will get back to you soon. Update, thanks to Roast Veg, (I used that lua attachment) I have an extra special update here! *No more drop zones! Use the "Bunker Buster Caller" to call in Bunker Busters! *Fixed gibs. It breaks now, not fall apart like before. *Added the 'Original' bunker buster to the list of craft in the build menu. *Made this. See attachment:
Attachments:
File comment: :: Just something cool...
:D
BunkrBstrBomb.rte.7z [3.98 KiB]
Downloaded 174 times
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Thu Jan 27, 2011 3:27 am |
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Commander
Joined: Sat Jan 22, 2011 3:42 pm Posts: 16 Location: A War-zone in Earth
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Re: Bunker Busters! No Drop Limit Special!!! [B23][B24]
is there anyway to make the bunker buster faster when its in air and slower when it is piercing through materials so it can be more realistic. Its still a great mod btw
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Thu Jan 27, 2011 1:50 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! No Drop Limit Special!!! [B23][B24]
Yes, I will change that now. It's just a matter of changing the threshold for the ability to force the velocity of the object.
Update
*Lua tweaks *Stopped the "Bunker BusterA" showing up in the buy menu.
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Fri Jan 28, 2011 9:56 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! No Drop Limit Special!!! [B23][B24] V13Fix
Hurray, One of my ideas works out and well.
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Fri Jan 28, 2011 10:49 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! No Drop Limit Special!!! [B23][B24] V13Fix
THANK YOU for adding no drop zones for these! The mod is terrific, especially helpful when you don't want to risk sending a troop into a building.
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Sat Jan 29, 2011 12:38 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! No Drop Limit Special!!! [B23][B24] V13Fix
Poor mans sniper wrote: THANK YOU for adding no drop zones for these! The mod is terrific, especially helpful when you don't want to risk sending a troop into a building. Thanks for the feed-back! Although you may be disappointed, I didn't completely get rid of drop limits, I just added a caller that sends in the bunker buster, to balance the thing out I had to remove digging for the dropped bunker buster. But the crafts still dig. I can change this for you in about 10 seconds if you want.
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Sat Jan 29, 2011 1:59 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! No Drop Limit Special!!! [B23][B24] V13Fix
Dylanhutch wrote: Poor mans sniper wrote: THANK YOU for adding no drop zones for these! The mod is terrific, especially helpful when you don't want to risk sending a troop into a building. Thanks for the feed-back! Although you may be disappointed, I didn't completely get rid of drop limits, I just added a caller that sends in the bunker buster, to balance the thing out I had to remove digging for the dropped bunker buster. But the crafts still dig. I can change this for you in about 10 seconds if you want. Why not have digging for a higher price? It would balance out if you do it right.
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Sat Jan 29, 2011 10:57 pm |
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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! No Drop Limit Special!!! [B23][B24] V13Fix
Dylanhutch wrote: I can change this for you in about 10 seconds if you want. Sure, sounds good.
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Sat Jan 29, 2011 11:35 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! No Drop Limit Special!!! [B23][B24] V13Fix
Sorry for latency, I was out. Here you go, just overwrite. Attachment:
File comment: Insta-Fix
Fix.zip [365 Bytes]
Downloaded 178 times
ludsoe wrote: Why not have digging for a higher price? It would balance out if you do it right.
But you would still be able to win instantly, being able to dig without drop zones would mean you could drop a caller right over the enemy brain. That = instant win.
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Sun Jan 30, 2011 11:12 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! No Drop Limit Special!!! [B23][B24] V13Fix
I see what you meant their. You should make brain units immune?
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Sun Jan 30, 2011 11:43 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! No Drop Limit Special!!! [B23][B24] V13Fix
That's not a good way to balance by any means. An alternative would be to make the bunker buster require a large time investment, giving a large amount of time for a defender to neutralise the threat. Making a weapon use this method would be significantly more complex, however.
Last edited by 411570N3 on Sat Feb 05, 2011 2:21 am, edited 1 time in total.
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Sun Jan 30, 2011 11:52 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! No Drop Limit Special!!! [B23][B24] V13Fix
I could make it randomly change position so that it would be inaccurate. But I have no idea how to do that.
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Sun Jan 30, 2011 12:20 pm |
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