View unanswered posts | View active topics It is currently Fri Nov 01, 2024 3:58 am



This topic is locked, you cannot edit posts or make further replies.  [ 114 posts ]  Go to page 1, 2, 3, 4, 5 ... 8  Next
 The KloneKannon - Why don't this thing blow up? 
Author Message
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post The KloneKannon - Why don't this thing blow up?
The KloneKannon

Ever wanted to be somewhere and be there now? With this spiffy cannon you can do just that!
Image


Throw anything from guns to soldiers through the back and watch as they fly out the barrel!
Image

Bomb your enemies, give your soldiers guns or send them flying into the enemy base!
Image

(Can be found under bunker systems...)
Attachment:
File comment: Ready, Aim, Fire!
KloneKannon.rte.zip [221.41 KiB]
Downloaded 1482 times


Bomb List:
Cannon Ball - A large kinetic projectile.
ClusterBomb - Explodes into many smaller bombs.
Cardboard Box - *Classified*
FireBomb - Shoots fire out of the four tubes.
Mine Bomb - Explodes into an aerial mine field.
Plopper - Deploys many tiny, heavy balls that tear actors apart.
Parachute Bomb - Slowly floats down to the ground after deploying the parachute.
Drill Bomb - Breaks into a drill.
Bee Hive - Owch...
Spread Bomb - Breaks into many bits of shrapnell.
Wooden Box - *Top Secret*
Cloud Bomb - Makes fluffy white clouds.

Credits:
Dragster - I used the pallet he used for the Krote mech
FinDude & Casey - Various code help
Numgun - Ideas and vortex code

Alternate, and better looking, module icon. (Copy and paste over the old one)

If this doesn't show up in the BYOB phase do the following:
1. Create a new folder caller KloneKannon.rte
2. Cut all the contents of the old KloneKannon.rte and paste them into the new one
3. Delete the old KloneKannon.rte and put the new one in you CC directory
4. Enjoy! :)

To load the bombs into the Kannon you need to:
1) Open the cannon.
2) Put it on "Stay".
3) Toss the bomb into the cannon.
4) Close and re-open the cannon.
5) Watch as your bomb flies out.

96


Last edited by Roon3 on Fri Apr 17, 2009 8:30 pm, edited 14 times in total.



Sat Nov 15, 2008 4:09 pm
Profile WWW
User avatar

Joined: Fri May 16, 2008 11:12 pm
Posts: 471
Reply with quote
Post Re: The KloneKannon
This is cool, but it doesn't appear in the menu during bunker creation at the beginning of a skirmish.


Sat Nov 15, 2008 4:25 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: The KloneKannon
Thanks:
Roon3 wrote:
(Can be found under bunker bits...)

Look for Some thing that looks like the dummy crate rack. (At the very bottom of the list)


Sat Nov 15, 2008 4:29 pm
Profile WWW
User avatar

Joined: Fri May 16, 2008 11:12 pm
Posts: 471
Reply with quote
Post Re: The KloneKannon
Great! I just tested it, and I really like how it works. The spriting is very good and so is the opening animation for the cannon. The firing speed is just right, too.


Sat Nov 15, 2008 4:36 pm
Profile
User avatar

Joined: Fri Dec 28, 2007 4:19 am
Posts: 1119
Reply with quote
Post Re: The KloneKannon
Fun and intresting... Actually nice concept, make one facing the other direction and upwards!


Sat Nov 15, 2008 4:36 pm
Profile
User avatar

Joined: Sun Dec 30, 2007 7:55 am
Posts: 165
Reply with quote
Post Re: The KloneKannon
someone already made a parachute gun, I think it's the forcepush, I can upload it if you want it. You could have like a dispenser for those so the clone picks it up before going in.


Sat Nov 15, 2008 4:40 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: The KloneKannon
Now all we need is for the launched object to be able to be refunded if launched off the top of the map. Who needs to call in a dropship when you can shoot whatever you need up into space? :) Could be handy for funding in a sandbox too, if you have an object that spawns valuable items. Just chuck 'em in the cannon and wait for the cash!

Only way I can see this working is if objects are somehow packaged into craft that's basically a box when they're fired out of the cannon... if this was possible, you could also use it to make a landing pod, etc. for launched clones and such to prevent landing injury.

Ed: This thing is kinda fun actually. I was expecting it to project things a bit further, but it's funny watching one shoot a Kloveskan OPPRESSOR half way across the map.


Last edited by Arcalane on Sat Nov 15, 2008 5:09 pm, edited 1 time in total.



Sat Nov 15, 2008 4:45 pm
Profile YIM
User avatar

Joined: Fri May 16, 2008 11:12 pm
Posts: 471
Reply with quote
Post Re: The KloneKannon
Just couple it with one of those bomb dispensers from the zombie cave maps and boom.


Sat Nov 15, 2008 4:47 pm
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Reply with quote
Post Re: The KloneKannon
Oh man, that's awesome! It's like a real working cannon.

Now if only someone made a small, throw-able cannonball.


Sat Nov 15, 2008 4:50 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: The KloneKannon
Thanks for the positive feedback guys

@C-tron: I know some make a parachute (Azukii?) I'll make my own, so it fits with this mod.

@Arcalane: This is my first mod, I still don't know how to make more complex stuff, but I am gonna make an upward firing cannon.

@Ragdollmaster:
Roon3 wrote:
Make custom bombs


Sat Nov 15, 2008 4:56 pm
Profile WWW

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: The KloneKannon
Make a solid heavy cannon ball. Doesnt explode or anything, just a solid, heavy ball.

Also you can use the kannon's "thrusters" to spawn parachutes on demand. You can limit spamming by adding "BurstSpacing = 3000" to the emitter's code.
It will make parachute dispenser spawn chutes only 1 per 3 seconds.

I suggest you grab the shovachute (below) and modify the sprite and the code to match this. It works.

viewtopic.php?f=61&t=10245


Also you can actually make the kannon spawn said cannonballs by using another thruster that will summon a nice heavy cannonball right infront of the cannon's loading doors.



Otherwise really nice. I request a vertical cannon.


EDIT: For an easy flipped version, just use the object rotating code and HFlipped = 1 together and you dont have to recode the entire thing.

Heres a quick example:

Code:
AddActor = ACRocket
   CopyOf = Klone Kannon
   PresetName = Klone Kannon R
   Rotation = Matrix
      AngleDegrees = 180
   HFlipped = 0


Sat Nov 15, 2008 5:51 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: The KloneKannon
Wow thanks numgun, I'll make dispensers and bombs tomorrow. (I think I'll make them separated though, I haven't decided yet)
Vertical cannon will come eventually. (spriting this was preatty hard)


Sat Nov 15, 2008 6:03 pm
Profile WWW
User avatar

Joined: Mon Apr 28, 2008 1:35 am
Posts: 383
Reply with quote
Post Re: The KloneKannon
I think you should try to make a riot shield style parachute instead of the weapon based one. it could have negative mass so that it actually slows them down when they fall. and if you do make a parachute this way, it would help out my mod a lot...


Sat Nov 15, 2008 6:43 pm
Profile
User avatar

Joined: Mon Feb 11, 2008 11:11 pm
Posts: 711
Location: East of Applachia, West of the Mississippi
Reply with quote
Post Re: The KloneKannon
This a pretty cool idea actually. If you use any of the bomb packs (AAL for example.) you can make it look like you have a manually loaded cannon.


Sat Nov 15, 2008 6:55 pm
Profile
User avatar

Joined: Tue Jul 03, 2007 10:24 pm
Posts: 253
Location: In the house next door, eating your neighbors.
Reply with quote
Post Re: The KloneKannon
HOLY CRAP. This is awesome. It's works amazingly. I can't believe anyone's made this before. This opens up alot of new possibilitys. Also, I think this makes the "Telegun" craft possible. How did you get a craft with an entrance AND an exit though? I think this also would work for an elevator. Just load the guy in, then make a door opening animation that looks like an elevator going up. Then the second door opens letting the guy out... Really though, how the hell does this thing work?


Sat Nov 15, 2008 7:24 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 114 posts ]  Go to page 1, 2, 3, 4, 5 ... 8  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.050s | 15 Queries | GZIP : Off ]