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DrLuke
Joined: Thu Sep 03, 2009 6:01 pm Posts: 56
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Anti Air Missile
Last edited by DrLuke on Wed Sep 30, 2009 1:58 pm, edited 14 times in total.
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Thu Sep 10, 2009 8:13 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Anti Air Missile
Great concept, weaksauce stage 1 sprite...
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Thu Sep 10, 2009 8:23 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Anti Air Missile
Cool!
Might want to take out the flames though, since it will almost always explode in the air.
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Thu Sep 10, 2009 8:27 pm |
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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: Anti Air Missile
Hm... this gives me an idea for an automatic SAM emplacement.
Nevermind me though, this is pretty cool crap. Nice job. I agree with HK though, I would recommend getting a cooler, more rocket-y looking stage 1 rocket sprite.
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Thu Sep 10, 2009 8:27 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Anti Air Missile
I would rather have no explosion when the rocket separates, and have it simply gib into a few pieces (2-3 would be ok), and maybe some smoke to show the missile launching. Maybe up the air resistance of the launcher so that it lingers in the air a bit longer before separating?
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Thu Sep 10, 2009 8:38 pm |
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DrLuke
Joined: Thu Sep 03, 2009 6:01 pm Posts: 56
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Re: Anti Air Missile
I'll work on the look of it tomorrow, but for now it's all technically working.
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Thu Sep 10, 2009 8:45 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Anti Air Missile
Sprites are not in palette. I also raped a storage crate into this. Both of the above sprites are in palette. Which the original sprites weren't
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Thu Sep 10, 2009 8:58 pm |
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Rabdsquirlz
Joined: Thu Jan 29, 2009 1:51 am Posts: 9
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Re: Anti Air Missile
Nice concept, I've noticed that it won't cross the map seam as well as settling above a target if it misses.
Edit: Also, would it be possible for it to shoot the shell at the same angle that the launcher is instead of straight up?
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Fri Sep 11, 2009 1:39 am |
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DrLuke
Joined: Thu Sep 03, 2009 6:01 pm Posts: 56
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Re: Anti Air Missile
Yes, but I honestly don't know how to fix that seam problem :S And all the other stuff will be in a future version
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Fri Sep 11, 2009 2:16 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Anti Air Missile
http://www.datarealms.com/wiki/index.ph ... stDistanceThat's your friend. It takes wrapping into account. Just feed it the two positions and a true, and put this where your old value for pos1 - pos2 was.
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Fri Sep 11, 2009 2:34 am |
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DrLuke
Joined: Thu Sep 03, 2009 6:01 pm Posts: 56
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Re: Anti Air Missile
Hey Thanks for that I have been working on the mod yesterday, but somehow it corrupted and cc wouldn't load it anymore. And today I'm on the airfield, so I can't work on it (maybe in the evening a little)
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Fri Sep 11, 2009 11:17 am |
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DrLuke
Joined: Thu Sep 03, 2009 6:01 pm Posts: 56
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Re: Anti Air Missile
Released version 1.1
Fixed all known issues, and got new sprites from p3lb0x (thanks again!). I also made the end of stage 1 less explosive, will change sound in next version. Also, added gibs to stage 1, I will make them vanish 1 second after they have been created in next version.
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Fri Sep 11, 2009 10:55 pm |
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Cub3_82
Joined: Sat Sep 12, 2009 9:56 am Posts: 1
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Re: Anti Air Missile
WOW! Dude, it´s just AWESOME No, seriously, DrLuke is awesome with his awesome Stuff wich is, btw, AWESOME
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Sat Sep 12, 2009 10:00 am |
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neroe23
Joined: Tue Mar 10, 2009 7:16 pm Posts: 102
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Re: Anti Air Missile
So cool, I said a little 'good bye' to the Homing Launcher You' ve my dwnld. Maybe I can help you. (PM me)
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Sat Sep 12, 2009 10:36 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: Anti Air Missile
Pretty good, but could use a BunkerModule and pinning.
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Sat Sep 12, 2009 3:59 pm |
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