Transport Cannon [Modding contest winner:anything][Update 3]
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
Transport Cannon [Modding contest winner:anything][Update 3]
Hi,
So this is the first third working version, just in time for the contest, its still a bit buggy and some things aren't finished yet but it works. This is a cooperative mod by Kettenkrad and myself.
This cannon is used to transport units directly to the enemy's base: here is how it works: 1: You buy the cannon, either from the building phase or the combat phase. 2: Once the cannon is in place, select it, and use the pie menu option called "designate landing coordinates", you will automatically switch to a target designator actor 3: Move it where you want the cannon to shoot 4: Order some units, use the craft called "Cannon delivery" 5: Enjoy
The cannon is protected by laser turrets that will automatically shoot any hostile within range. These turrets can be ordered too. The cannon shoots a pod that protects your units, when it lands the doors open, a light laser turret is activated and your units can get out. The pods can be used as regular drop pods by using the craft called "Cannon pod" or using "Cannon delivery" when no cannon is available.
Here is a demonstration video:
Download:
Attachment:
File comment: __ _The pod can be destroyed _The pod's turret now has a limited charge, after it's depleted it cannot do anything until it recharged. _Added a self destruct mecanism(s key) CrateCannon7.rar [520.77 KiB]
Downloaded 2090 times
This is an entry to the modding contest, if you'd like to vote and/or see the list of all entries here it is: viewtopic.php?f=4&t=25947
Old:
Attachment:
File comment: __ _longer range _automatic aim is more accurate _added some effects _the pod now gets damaged during high velocity flights(at long range) _removed some unnecessary items from the buying list _added some descriptions _made the pod's turret less OP CrateCannon6.rar [520.63 KiB]
Downloaded 530 times
Attachment:
File comment: __ _Pods are now destructible _The aiming system is more accurate _Pods aren't sold when they go off screen. _Added a low trajectory mode, but the aiming system doesn't work well yet. CrateCannon5.rar [520.01 KiB]
Downloaded 673 times
Last edited by Mehman on Sun Nov 06, 2011 6:42 pm, edited 11 times in total.
Sat Oct 22, 2011 12:13 am
bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
Re: Transport Cannon [Modding contest entry: anything]
HOLY CRAP This is awesome, and reminds me of this hold on [youtube]http://www.youtube.com/watch?v=DtBwgwZ1TbM[/youtube]
InstaDL Id add some sort of disadvantage to not having a cannon. Maybe make the cannon cheaper than the pod or something.
Sat Oct 22, 2011 12:34 am
KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
Re: Transport Cannon [Modding contest entry: anything]
Whenever I ask for a cannon delivery with the cannon present on the field, it shoots into the air and then... the pods seem to explode off screen. Otherwise, the pods are indestructible.
Edit: Maybe they just stay in the sky. Some enemy actors walked towards my brain and got destroyed from surprised sky lasers.
Also, the laser designator stays on the field even if the cannon is destroyed.
Last edited by KravenDanger on Sat Oct 22, 2011 1:04 am, edited 1 time in total.
Sat Oct 22, 2011 12:52 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Transport Cannon [Modding contest entry: anything]
Teehee.
And yeah, the pods enter orbit and are sold. It's best to use it on scenes with lots of sky. Otherwise, great job.
Last edited by Kettenkrad on Sat Oct 22, 2011 1:08 am, edited 2 times in total.
Sat Oct 22, 2011 12:56 am
Svent407
Joined: Sat Jun 04, 2011 3:12 am Posts: 8 Location: argentina
Re: Transport Cannon [Modding contest entry: anything]
...COOL
Sat Oct 22, 2011 12:57 am
Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
Re: Transport Cannon [Modding contest entry: anything]
friggen sweet. The end.
Sat Oct 22, 2011 1:02 am
[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
Re: Transport Cannon [Modding contest entry: anything]
Ladies and gentlemen, we have a winner.
Sat Oct 22, 2011 1:06 am
joebobjoe
Joined: Thu May 19, 2011 2:40 am Posts: 17 Location: on the tradestar
Re: Transport Cannon [Modding contest entry: anything]
I had to resort to a zero division rifle at point blank to kill one of the drop pods. anything less than that and they will not die. I managed to get one to -10,000 and almost completely covered in marks and all it did was lag my game. Other than that great mod i just wish the arc was lower.
Sat Oct 22, 2011 2:52 am
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
Re: Transport Cannon [Modding contest entry: anything]
Goddammit, something that finally beats my entry.
Sat Oct 22, 2011 3:53 am
superstepa
Joined: Wed Dec 15, 2010 9:03 pm Posts: 45
Re: Transport Cannon [Modding contest entry: anything]
Very very awesome mod I have a hard choice between this and glider now
Sat Oct 22, 2011 4:34 am
Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
Re: Transport Cannon [Modding contest entry: anything]
Steampunk For The Win!
Sat Oct 22, 2011 5:15 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Transport Cannon [Modding contest entry: anything]
Re: Transport Cannon [Modding contest entry: anything]
And reasons like this again show that it's a good thing I don't participate in these contests with my amateur stuff. xD Nice, nice work.
Sat Oct 22, 2011 11:56 am
malik
Joined: Mon Oct 10, 2011 8:06 am Posts: 26 Location: Indonesia
Re: Transport Cannon [Modding contest entry: anything]
Another Mehman Crazy mod,Download it Nice mod
Sat Oct 22, 2011 1:15 pm
Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
Re: Transport Cannon [Modding contest entry: anything]
You need to make the pods not be sold when thrown into the air.
Second, pods need a complete respriting. I think it needs to look shorter, giving it that cannon feel, making it look fatter.
Also the drop pods need to be destructible/scuttable.
The lasers on the drop pod were cool and all, but I don't think it needs to be THAT overpowered. We can just aim and crush the enemy with the pod.
I also experienced a weird lag whenever I spawned the cannon. It's like everything you make makes me buzz out in some way, Lol. Maybe you should get rid of the arc beam?
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