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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Novastar mounted on a crab
Please. NOTE: I'm not actually requesting that somebody do this for me, I just want to know how to mount a turret on the wildlife crab.
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Sat Apr 17, 2010 6:13 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: Novastar mounted on a crab
Just look at the dreadnought code.
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Sat Apr 17, 2010 6:26 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Novastar mounted on a crab
Code: AddActor = Turret PresetName = Novastar Crab Turret Mass = 0.01 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 90000000 JointStiffness = 0.9 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 MountedMO = HDFirearm CopyOf = Mega Slug Cannon PresetName = something Mass = 1 ParentOffset = Vector X = 0 Y = -20
AddEffect = ACrab CopyOf = Crab PresetName = Novastar Crab AddToGroup = Crab of doom Turret = Turret CopyOf = Novastar Crab Turret ParentOffset = Vector X = 0 Y = 0 You just need to somehow integrate it to the end of the AAL index.
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Sat Apr 17, 2010 7:30 pm |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: Novastar mounted on a crab
and dont forget to eliminate the recoil, unless of course you want a 1 shot wonder
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Sat Apr 17, 2010 8:01 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Novastar mounted on a crab
Nummie did that already, so no need to worry too much about it.
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Sat Apr 17, 2010 8:11 pm |
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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: Novastar mounted on a crab
I was under the impression that crabs didn't experience recoil.
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Sun Apr 18, 2010 4:29 am |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Novastar mounted on a crab
411570N3 wrote: I was under the impression that crabs didn't experience recoil. After firing a mounted Novastar, there's not much chance of you experiencing anything.
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Sun Apr 18, 2010 3:43 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Novastar mounted on a crab
Actually, the Novastar cannon doesn't produce much recoil at all. The thing it fires (an AEmitter) weighs 1 kg and is fired at 10 m/s, which subsequently fires the big fat slug which plows through pretty much anything. So the chances are that you will, in fact, survive firing the Novastar Cannon. Pretty clever, really.
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Sun Apr 18, 2010 4:00 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Novastar mounted on a crab
And ACrabs still don't feel recoil.
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Sun Apr 18, 2010 5:41 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: Novastar mounted on a crab
It could be upgraded with the new Lua method of recoil control now, which would be more reliable. Just use Lua to reset the mass of the slug to 500 or w/e it actually is from 10 right after firing.
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Sun Apr 18, 2010 5:42 pm |
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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: Novastar mounted on a crab
You could also probably also create all the appropriate effects particles which would otherwise have required fiddling with emitters or explosives, even if you don't need to modify recoil.
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Mon Apr 19, 2010 7:33 am |
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