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 Random thought 
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Joined: Fri Dec 15, 2006 5:28 am
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Location: Texas
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Wouldn't it add an interesting aspect to the game if a grenade could be shot/thrown into an enemy dropship/rocket and have it explode from the inside?


Sat Jan 06, 2007 7:27 am
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Joined: Tue Dec 26, 2006 9:35 am
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That would be cool, but it'd probably pretty hard to do.


Sat Jan 06, 2007 8:21 am
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Well, gold can be (used to be) thrown into the rockets. Why can't grenades do the same?


Sat Jan 06, 2007 8:25 am
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No, I meant it would probably be pretty hard to throw a grenade into a ship.


Sat Jan 06, 2007 8:27 am
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Joined: Tue Dec 12, 2006 1:09 am
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Location: Plymouth, NC
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it wouldnt have to be a grenade, just picture an rpg rocket getting inside of a dropship


Sat Jan 06, 2007 8:28 am
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Exaclty. iwillcontrolyou has the right idea.


Sat Jan 06, 2007 8:44 am
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Yeah, that does sound cool.


Sat Jan 06, 2007 9:03 am
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Joined: Thu Nov 02, 2006 11:52 pm
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Would you be able to throw a grenade right the way though a rocket then?? :P


Sat Jan 06, 2007 7:53 pm
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only if the rocket was empty, otherwise you would see blood/bone/metal flying out from both sides :twisted:


Sat Jan 06, 2007 8:03 pm
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Joined: Tue Dec 05, 2006 3:36 pm
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Getting a round to pierce and then explode immediately afterward is rather difficult to do; most just settle for a set range that the enemy has to be at.

Perhaps an RPG where the round would gib into another round that would then do the piercing action... The only thing I can think of at that point is spawning the new explosive a few X values to the left or right and then having it blow up instantly, but again, that requires that it be fired from a specific angle. Of course, makng 2 explosives, one to the right and another to the left, would work quite well...

As far as I can see, it's possible, though not in the sense of an actual round penetrating into the rocket. Closest I can come up with is a round that spawns 2 other rounds upon impact, one to the left and another to the right (and perhaps another one upwards, or 2 more up at diagonals just to be sure) where the secondary rounds fire fast-moving, hard-to-see, extremely-short-lived projectiles in enough quantity to make the rocket do some crazy stuff. The gibbing probably wouldn't create quite the desired effect, at least not with the current rockets.

Who needs to think before you post? I do it on the way through :P.


Sun Jan 07, 2007 1:42 am
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The if you could grab the velocity vector of the projectile and use that to spawn an explosion a certain distance in that direction..... bah that's real code, not .ini stuff.


Sun Jan 07, 2007 4:18 am
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Fearful_Ferret wrote:
Who needs to think before you post? I do it on the way through :P.

and dont forget the EDIT button :lol: which i use a lot...

anyway,
i think the only effective way for programming a 2D game so that weapons "penetrate" ships, is if the rockets are designed to respond with a predefined code, - it could be another set of commands ( maybe in future builds, ) where a certain code in a weapon gives it the capacity to trigger a code in the rocket, then the rocket makes stufff happen to itself *creating the visual effect of a weapon destroying the inside of a rocket*


Sun Jan 07, 2007 4:25 am
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