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 The KloneKannon - Why don't this thing blow up? 
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Joined: Sun May 18, 2008 8:30 am
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Post Re: The KloneKannon
Rockets release things out the opposite side they go in.


Sat Nov 15, 2008 7:28 pm
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Joined: Tue Jul 03, 2007 10:24 pm
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Location: In the house next door, eating your neighbors.
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Post Re: The KloneKannon
Wait, so then can the two doors have different opening animations? Then an elevator should pretty easy to make.


Sat Nov 15, 2008 7:32 pm
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Post Re: The KloneKannon
You still have to manually open and close it.


Sat Nov 15, 2008 7:33 pm
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Post Re: The KloneKannon
Which isn't bad considering it would switch to the elevator/craft when the actor got in.


Sat Nov 15, 2008 7:48 pm
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Joined: Sun Apr 15, 2007 5:56 am
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Location: outside the shithole called the University in the Forest
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Post 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.


Sat Nov 15, 2008 9:03 pm
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Post 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.


Sat Nov 15, 2008 9:30 pm
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Joined: Mon Aug 18, 2008 5:29 pm
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Location: Ukraine,Odessa in the ASC bunker-base
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Post Re: The KloneKannon
Its your first mod ? Its pretty awesome (even if it wouldnt be first mod) . I like it DL'ed.


Sat Nov 15, 2008 9:33 pm
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Post Re: The KloneKannon
yay, good job roon, been wondering what youve been actually working on :)
great concept.


Sat Nov 15, 2008 9:51 pm
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Post Re: The KloneKannon
not bad, good work


Sat Nov 15, 2008 10:03 pm
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Post Re: The KloneKannon
^^ Holy ♥♥♥♥ its green. Anyway..., whats this about converting into allies?


Sat Nov 15, 2008 10:05 pm
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Post 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.


Sat Nov 15, 2008 10:10 pm
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Post 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)


Sun Nov 16, 2008 3:19 am
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Post Re: The KloneKannon
Halp. It doesn't show up. Not under bunker bits or anything else.


Sun Nov 16, 2008 5:35 am
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Joined: Fri Mar 02, 2007 6:59 am
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Post 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.


Sun Nov 16, 2008 5:58 am
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Post Re: The KloneKannon
>:O I KNOW
DEFENSIVE MEASURES NEEDED! DEFEND YOUR CANNON!
new gamemode? :P


Sun Nov 16, 2008 6:09 am
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