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 Quantum Gateway 
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Joined: Fri Dec 22, 2006 12:47 pm
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Location: I am the monkey. I can go ANYWHERE.
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Post Re: Quantum Gateway
Yeah Than is making something like this, it's a rocket with lots of actors preplaced inside.


Thu Dec 13, 2007 10:42 pm
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Joined: Thu Nov 22, 2007 9:54 am
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Post Re: Quantum Gateway
It's. Easy. Gibs for the win.


Thu Dec 13, 2007 11:47 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Quantum Gateway
Nephilim wrote:
It's. Easy. Gibs for the win.


/failure

HeldDevice, meaning that you can control spawninterval and have it spawn basically forever.


Fri Dec 14, 2007 2:29 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Quantum Gateway
but none of you are factoring the fact that you won't be able to control the actors that are gibs, or fired out of a device. unless build 19 has some CRAZY new code.


Fri Dec 14, 2007 7:06 am
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Post Re: Quantum Gateway
THEY'RE DELIVERED OUT OF THE BOTTOM OF AN ACROCKET.

LAST I CHECKED ACTORS DELIVER OUT OF ROCKETS WERE CONTROLLABLE.

Learn to read please.


Fri Dec 14, 2007 7:31 am
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Joined: Sat Jan 06, 2007 3:58 am
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Location: Germany
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Post Re: Quantum Gateway
Yes, it's quite doable. And done. And ready for release tonight, if things work out. (they never do though)

But ya, what he said I thought of a long time ago, I'm just paranoid so i never publicly anounce my ideas. But now, since it is so close to completion, i guess I can tell you.

Basically, the mech factory I have is done, just needs tweaks and sounds.

However, there is another thing you can do, I was going to do and got to bored to make it. Basicaly, a teleporter. No, not a take an actor from here to here, but a type of craft. You order it, it comes down and lands with some grav-device, and then it opens and plays a tele anim.

Also, I thought of something. Gibbed actors are not controllable, but, what if instead of an actor, you gib out a rocket with a hatch time open thingy (forget the specific variables) of 1, and have it deploy a clone... would that clone be controllable?

Haha.... so many ideas in my head, so little time.


Sat Dec 15, 2007 2:42 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Quantum Gateway
sounds great, thanatos.
and thanks for clearing that up grif, even if you were a bit of a FLAMING ARSEHOLE. then again, it is you...


Sat Dec 15, 2007 3:26 am
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Joined: Thu Nov 22, 2007 9:54 am
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Post Re: Quantum Gateway
Grif wrote:
Nephilim wrote:
It's. Easy. Gibs for the win.


/failure

HeldDevice, meaning that you can control spawninterval and have it spawn basically forever.

I was thinking a self-damaging emitter, and it gibbed the clone and another of the devices when activated.


Sat Dec 15, 2007 4:12 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Quantum Gateway
...so how many mechs did you set the factory thing produce anyways?
Since there is a limit and when it reaches zero, that thing that takes enoumous space in your bunker becomes obsolete. : /

It is a cool mod, but how are you planning to balance that for ppl that dont use money cheats in CC? A huge factory that pumps mechs with guns that arent probably weak either.....sounds expensive?


Sat Dec 15, 2007 4:38 pm
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Joined: Sat Jan 06, 2007 3:58 am
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Post Re: Quantum Gateway
Well, since it's soo close to release, I guess I can spill a few secrets.

The factory Cost 500 gold, and contains 20 mechs. I may change this number, idk yet.

So basically, I can't have it gib, it it releases it's load.... which is very very bad... so no gibbing. Since I turned off gibbing, I may decide to put more mechs in, just with a slower spawn rate. Maybe 100?


Sat Dec 15, 2007 5:17 pm
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Post Re: Quantum Gateway
Thanatos wrote:
Well, since it's soo close to release, I guess I can spill a few secrets.

The factory Cost 500 gold, and contains 20 mechs. I may change this number, idk yet.

So basically, I can't have it gib, it it releases it's load.... which is very very bad... so no gibbing. Since I turned off gibbing, I may decide to put more mechs in, just with a slower spawn rate. Maybe 100?


Ok, so youll make it dependand on its HP amount, do remember that instead of making the Health as 10000, instead make the wound and impulsethreshold higher since if you raise the Health amount, it will do the wierd pricing thing since this is most likely going to be a preplaced thing. 500 is a good price imo aswell so I guess its gonna be nice like that.

As for the amount of mechs I'd go for 20 with the spawnrate fast enough that it lets you get a mech when you need one.


Sat Dec 15, 2007 7:43 pm
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