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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Mammoth Tank [v 0.8b]
Dr. Evil wrote: Shouldn't the gun angle be relative to the tank's angle? It should, but Cortex's aiming angle management doesn't work that way. Another small bug for Data to fix. I suppose you could do something about this in Lua if you can set aim angles...
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Wed Sep 23, 2009 8:16 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8b]
you can and im planning to. i'll need it for walkers in zombies09 anyway.
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Wed Sep 23, 2009 9:42 pm |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: Mammoth Tank [v 0.8b]
Tried this out today. This tank is badass!
I put this tank in with a small assault group. All the guys died, and when I left the tank out in the open while I ordered more troops, it defended itself well. I left it there, and played out a long match with the troops. by the end, it had some scratches, but it defended itself, it ripped apart many enemies, and didn't lose any more than 12 hitpoints. Awesome!
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Thu Sep 24, 2009 3:29 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Mammoth Tank [v 0.8b]
Also, its more than posible for a traversable turret to operate independently of its chassis. That's fairly simple, actually. Laser levels and gyroscopic balancing.
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Thu Sep 24, 2009 4:47 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Mammoth Tank [v 0.8b]
ProjektTHOR wrote: Also, its more than posible for a traversable turret to operate independently of its chassis. That's fairly simple, actually. Laser levels and gyroscopic balancing. See also: all modern MBTs, fully capable of firing on the move at 30 mph+
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Thu Sep 24, 2009 2:48 pm |
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Dr. Evil
Joined: Mon Aug 17, 2009 3:00 am Posts: 242 Location: The Great White North
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Re: Mammoth Tank [v 0.8b]
ProjektTHOR wrote: Also, its more than posible for a traversable turret to operate independently of its chassis. But the limits for the aim angles should still be dependent on the tank's orientation. (unless I'm completely misunderstanding your post.)
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Thu Sep 24, 2009 11:19 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8b]
Dr. Evil wrote: But the limits for the aim angles should still be dependent on the tank's orientation. (unless I'm completely misunderstanding your post.) you are.
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Fri Sep 25, 2009 12:01 am |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: Mammoth Tank [v 0.8b]
Geti wrote: 411570N3 wrote: Lacks full leg animation though dont remind me I'm certain there's full animation for each leg (including background ones). I have them somewhere if they weren't in that sprite sheet. Attachment:
File comment: Here it is.
MTankSSheet.zip [64.67 KiB]
Downloaded 202 times
Oh, and by the way... Hello again.
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Thu Oct 08, 2009 7:43 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8b]
hey, nachos returns. sweet, thats some less work for me, i had the segments rotated but not combined. cant do much from here but it should be pretty sweet. also wow, if youre in aus at the moment you are up early. cheers man
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Thu Oct 08, 2009 7:57 pm |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: Mammoth Tank [v 0.8b]
No problem, and yes it is an ungodly time in the morning to be up, my body clock just won't let me sleep. Unfortunately I'm not really returning, I have a few days off since I started work and I popped in to see how things were going. Much too busy now to work on my own mods I'm afraid. Awesome work assembling the Mammoth Tank though! Especially like it how you got the animation going for the tracks and wheels, I tried it out on the "new" build, and slaughtered that jumping crab. I can't really say new cause I don't know how long it's been out for. Keep up the good work!
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Thu Oct 08, 2009 8:27 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8b]
Its been out for quite a while, and i shan't be able to work on it until the contest is over, sorry for the delay on the crab version <_<
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Tue Oct 13, 2009 7:33 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Mammoth Tank [v 0.8b]
Undead contest deserves it, I'm also in.
anyway, keep in mind a special way to delivery this lil one...
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Tue Oct 13, 2009 11:52 am |
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timagamer
Joined: Tue Dec 02, 2008 2:21 am Posts: 26 Location: Ukraine, Kiev
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Re: Mammoth Tank [v 0.8b]
Awesome! I like the GDI most of all. But... next can be Avatar, isn't it? Bipedal walker, 30 feet standing, not too difficult to make, has cool design. It can be a great C&C mod. Also for people to know that behind Generals there is something much much much better. Tib Wars and Kane's Wrath are my favorite games along with CC.
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Thu Nov 26, 2009 6:59 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mammoth Tank [v 0.8b]
No, this was more of a one time mod for kicks. I still have some patching up to do, which sadly I cannot do from here, but I dont plan on making an avatar or anything really Command and Conquer related, I prefer to work on more original, non copyright intellectual property. If someone wants to make a full C&C mod, they're welcome to use this, with due credit, but I sure as heck dont plan on it.
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Fri Nov 27, 2009 12:20 pm |
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benzin
Joined: Fri Oct 13, 2006 9:34 pm Posts: 16
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Re: Mammoth Tank [v 0.8b]
This looks pretty neat.
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Fri Nov 27, 2009 8:13 pm |
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