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[ 8 posts ] |
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Comrade General
Joined: Mon Aug 30, 2010 6:45 pm Posts: 4
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Napalm-spraying missiles
So, i have that relatively cool idea for a missile launcher. After three or maybe five seconds of flight, the missile continuously sprays napalm for two seconds (timings are approximate, of course), creating a "napalm blanket" covering a wide area, and after expelling all napalm either explodes or falls to the ground (or maybe both). More powerful, napalm-scattering explosion if missile impacts something before activating would be a nice addition.
The problem is that i have zero coding or pixelart skills. I would be glad if someone made that weapon.
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Tue Sep 21, 2010 2:27 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Napalm-spraying missiles
This sounds like a cool weapon. I'll maybe tackle it when I have time, Today or Tomorrow.
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Tue Sep 21, 2010 4:07 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Napalm-spraying missiles
I like the idea, I made a "rocket"... You know what would be incredibly cool? make player able to control the rocket meanwhile fly. Cavecricket released something that would skip you 9,3 of 10 terrible coding hours.Attachment:
File comment: already in pallete (^w^)
Pepinaco.rar [11.68 KiB]
Downloaded 167 times
[EDIT] Coops, don't leave for tomorrow what you can do today
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Tue Sep 21, 2010 6:29 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Napalm-spraying missiles
Yeah sure I'll try it now.. Thanks for the trouble of spriting it for me. Although I still have to do the Cannon. EDIT: here it is, Right now its just a proof of Concept, so no sounds or anything but it describes what you want. Its bassically like a morter right now, I couldn't get it to go the right direction but it still works.
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Tue Sep 21, 2010 6:32 pm |
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Comrade General
Joined: Mon Aug 30, 2010 6:45 pm Posts: 4
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Re: Napalm-spraying missiles
Coops9753 wrote: Yeah sure I'll try it now.. Thanks for the trouble of spriting it for me. Although I still have to do the Cannon.
EDIT: here it is, Right now its just a proof of Concept, so no sounds or anything but it describes what you want.
Its bassically like a morter right now, I couldn't get it to go the right direction but it still works. I've checked it out, and even as is, it works excellent. There was a bit of a problem: i'm currently using vanilla version of CC, and there's no "RedBiggie" glow in it, so i had to manually change it. You may want to adress that. The napalm itself also needs a bit of tweaking: currently it's too powerful (shreds dropships like nobody's business), and i forgot to mention i'd like it to stay on the ground for some time, if that's not too hard to code. I've intended it as a sort of "area-denial" weapon Thanks again.
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Tue Sep 21, 2010 8:46 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Napalm-spraying missiles
Curse you coop, you cannot have that kind of cool avatar and leave spriting to me I added some choopy-do glows, sprited a custom launcher, custom offsets and burning lua propiety of shook. Napalm-Launcher being shot upon organics and plastics. (very balanced inside my opinion...)Napalm-Launcher being shot against armored apollo BBQ in the zombie garden. Feel free to release it on proper place, allow me this advice: don't call it "Napalm-faction.rte" and do the release in "Mod release" it wouldn't the first time...
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Wed Sep 22, 2010 1:28 am |
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Comrade General
Joined: Mon Aug 30, 2010 6:45 pm Posts: 4
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Re: Napalm-spraying missiles
That new version is almost perfect, although still a bit overpowered compared to vanilla weapons. Now all it needs (if i'm not asking for too much) is for missile to go in a straight line and to brick itself, falling to the ground as an inert chunk of metal, at cutoff range.
As for release, i believe one of you should take credit for it, as i myself didn't do any actual work on it.
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Wed Sep 22, 2010 6:00 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Napalm-spraying missiles
Comrade General wrote: That new version is almost perfect, although still a bit overpowered compared to vanilla weapons. Now all it needs (if i'm not asking for too much) is for missile to go in a straight line and to brick itself, falling to the ground as an inert chunk of metal, at cutoff range.
As for release, i believe one of you should take credit for it, as i myself didn't do any actual work on it. It kills one of my new mechs per shoot damn! you can mess around with lua, it would reduce damage. And you only have to reduce the time of napalm emitted and add a mosrotating with the sprite of final chunk what must transform into terrain... Hey, at least you're honest
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Wed Sep 22, 2010 7:03 am |
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