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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The KloneKannon
Rockets release things out the opposite side they go in.
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Sat Nov 15, 2008 7:28 pm |
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striker121
Joined: Tue Jul 03, 2007 10:24 pm Posts: 253 Location: In the house next door, eating your neighbors.
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Re: The KloneKannon
Wait, so then can the two doors have different opening animations? Then an elevator should pretty easy to make.
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Sat Nov 15, 2008 7:32 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The KloneKannon
You still have to manually open and close it.
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Sat Nov 15, 2008 7:33 pm |
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striker121
Joined: Tue Jul 03, 2007 10:24 pm Posts: 253 Location: In the house next door, eating your neighbors.
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Re: The KloneKannon
Which isn't bad considering it would switch to the elevator/craft when the actor got in.
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Sat Nov 15, 2008 7:48 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: The KloneKannon
This is pretty epic. For other fun with crafts (a little offtopic, but Roon3, you might well be able to make these-) Grinder- pin a rocket with two emitters (not thrusters, always-on) that shoot sharp particles down with a short lifetime. Give it a long pull area, pin it to the top of a shaft, and laugh as helpless enemies are pulled up into it's gaping maw. Elevator- pin a rocket with a long pull area at the top of a shaft. Have a door on the right (or left) of the rocket. once the actor is in, close and then open the doors. Actor is ejected into the upper area. And numgun- make that linear catapult, please.
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Sat Nov 15, 2008 9:03 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The KloneKannon
I think you should get rid of the loading end and just make it load and fire from the same end. Also, convert it to a dropship, so it doesn't convert enemies. Also, an elevator would convert enemies to allies.
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Sat Nov 15, 2008 9:30 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: The KloneKannon
Its your first mod ? Its pretty awesome (even if it wouldnt be first mod) . I like it DL'ed.
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Sat Nov 15, 2008 9:33 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The KloneKannon
yay, good job roon, been wondering what youve been actually working on great concept.
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Sat Nov 15, 2008 9:51 pm |
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Ork-Gothic
Joined: Mon May 12, 2008 11:54 am Posts: 256 Location: Ukraine
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Re: The KloneKannon
not bad, good work
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Sat Nov 15, 2008 10:03 pm |
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striker121
Joined: Tue Jul 03, 2007 10:24 pm Posts: 253 Location: In the house next door, eating your neighbors.
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Re: The KloneKannon
^^ Holy ♥♥♥♥ its green. Anyway..., whats this about converting into allies?
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Sat Nov 15, 2008 10:05 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The KloneKannon
Actors sucked up by rockets get turned into that team. He should make it a dropship so it doesn't do this and also because things shoot out the wrong end sometimes.
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Sat Nov 15, 2008 10:10 pm |
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casey
Joined: Wed Dec 27, 2006 10:05 pm Posts: 100
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Re: The KloneKannon
i wonder if you could hook the entrance to a dropship thruster. Then you'd only have to make one cannon that you could aim with left & right checked, doesn't work
new idea, what if the kannon hovered & rotated (give it negative weight and weak thrusters, keep it a rocket)
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Sun Nov 16, 2008 3:19 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: The KloneKannon
Halp. It doesn't show up. Not under bunker bits or anything else.
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Sun Nov 16, 2008 5:35 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: The KloneKannon
This thing is absolutely brilliant, although I came out the wrong entry/exit point once. only sad part is how the enemy has to spoil your fun and shoot it.
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Sun Nov 16, 2008 5:58 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The KloneKannon
>:O I KNOW DEFENSIVE MEASURES NEEDED! DEFEND YOUR CANNON! new gamemode?
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Sun Nov 16, 2008 6:09 am |
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