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Novastar mounted on a crab http://45.55.195.193/viewtopic.php?f=75&t=18515 |
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Author: | Ragdollmaster [ Sat Apr 17, 2010 6:13 pm ] |
Post subject: | 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. |
Author: | Lizardheim [ Sat Apr 17, 2010 6:26 pm ] |
Post subject: | Re: Novastar mounted on a crab |
Just look at the dreadnought code. |
Author: | Shook [ Sat Apr 17, 2010 7:30 pm ] |
Post subject: | 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. |
Author: | wiffles [ Sat Apr 17, 2010 8:01 pm ] |
Post subject: | Re: Novastar mounted on a crab |
and dont forget to eliminate the recoil, unless of course you want a 1 shot wonder |
Author: | Shook [ Sat Apr 17, 2010 8:11 pm ] |
Post subject: | Re: Novastar mounted on a crab |
Nummie did that already, so no need to worry too much about it. |
Author: | 411570N3 [ Sun Apr 18, 2010 4:29 am ] |
Post subject: | Re: Novastar mounted on a crab |
I was under the impression that crabs didn't experience recoil. |
Author: | Barnox [ Sun Apr 18, 2010 3:43 pm ] |
Post subject: | 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. |
Author: | Shook [ Sun Apr 18, 2010 4:00 pm ] |
Post subject: | 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. |
Author: | Grif [ Sun Apr 18, 2010 5:41 pm ] |
Post subject: | Re: Novastar mounted on a crab |
And ACrabs still don't feel recoil. |
Author: | Duh102 [ Sun Apr 18, 2010 5:42 pm ] |
Post subject: | 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. |
Author: | 411570N3 [ Mon Apr 19, 2010 7:33 am ] |
Post subject: | 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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