The KloneKannon - Why don't this thing blow up?
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Arnkh
Joined: Sun Nov 16, 2008 6:04 am Posts: 29
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Re: The KloneKannon
I came up with the idea of some rapid transportation system. Not teleport, but close to it. This your kannon here would be an entrance to it, and to make an exit you'll have to do roughly the same kannon, but with very long entrance pointed upwards (to catch everything that flies above it) and slowly pushing exit on the other side. Maybe I'll try to do it myself, but what "modding" I do can't be considered good, because I lack patience and skills.
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Sun Nov 16, 2008 6:23 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The KloneKannon
You mean something kinda like what's being discussed in this topic? viewtopic.php?f=1&t=11034
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Sun Nov 16, 2008 6:29 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: The KloneKannon
Exalion wrote: 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. The entry/exits swap every time you open/close the door/cannon. Bit of a hassle but it could be worse I guess.
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Sun Nov 16, 2008 6:52 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The KloneKannon
That's why I suggested making it a dropship.
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Sun Nov 16, 2008 6:53 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
can those have multiple exits?
And it's Ok, the problem is minor and easily overcome.
My little brother managed to use this to exploit a glitch in Cortex Command, if you release an actor you don't select, you can't control it. And for some reason a dummy he sucked up (on the other team) became our team when released, I think it has something to do with the bunkermodule one's team set-up.
Either way, it's funny, but the glitches mean if your team mate fires your actor, neither of you can use the actor.
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Sun Nov 16, 2008 7:40 am |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: The KloneKannon
Looks great.. cant wait to launch some suicide-skeletons into my friends base.. bwwahahaha... you've got my DL
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Sun Nov 16, 2008 12:10 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: The KloneKannon
Wow I didn't think people would like this so much, thanks for the feedback guys. CandleJack wrote: 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. Hmm... interesting, I might make a conversion chamber. Exalion wrote: This thing is absolutely brilliant, although I came out the wrong entry/exit point once. This is one of the few bugs that happen with this. Lambda wrote: 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. I was thinking of making a bomb pack for this, like 5-10 bombs. Thanks again, *Goes to work on the parachute*
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Sun Nov 16, 2008 1:54 pm |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: The KloneKannon
AWESOME!!! Good idea this one
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Sun Nov 16, 2008 5:11 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: The KloneKannon
I dare you to make one an MPAM can wield.
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Sun Nov 16, 2008 10:35 pm |
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Arnkh
Joined: Sun Nov 16, 2008 6:04 am Posts: 29
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Re: The KloneKannon
Nope. Not one device with split-up image, but two devices: one for shooting, and one for catching and releasing.
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Mon Nov 17, 2008 5:51 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
RaggedDruid wrote: I dare you to make one an MPAM can wield. Sadly, that's incredibly difficult, if not impossible, to code. Make a dropship version, rockets are annoying. too buggy. one entrance is fine, just make it muzzle-loaded.
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Mon Nov 17, 2008 7:42 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: The KloneKannon
Exalion wrote: Make a dropship version, rockets are annoying. too buggy. one entrance is fine, just make it muzzle-loaded. I'll convert it in the future, but with two exits. (One is boring...) I failed spriting the parachute (I'll retry it later this week) so for now I'm working on a bomb pack. Ideas anyone? (I've got a heavy ball, a cluster bomb, a bomb that shoots fire and a black hole generator)
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Mon Nov 17, 2008 2:06 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: The KloneKannon
lol this sounds like me doing the bomb pack back then. Fun times.
But that was more of experimental stuff, so I'd suggest you think and design what would really be useful to use and how to avoid making anything useless/unfun.
I could suggest an anti-air bomb swarm device. You load it inside the cannon and then when it gibs on impact or after a delay, it releases lots of small volatile balloon bombs that rise slowly and float to space, taking out any crafts and other objects in the airspace. And those small balloon bombs are really widely spread so it almost looks like a floating minefield that clears the way upwards.
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Mon Nov 17, 2008 2:20 pm |
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molemian
Joined: Thu May 08, 2008 8:12 am Posts: 61 Location: sweden
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Re: The KloneKannon
i have figured out a solution for the "two exits" problem. place the kannon and then cover the opening you dont want to use, like this: it works perfectly.....
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Mon Nov 17, 2008 3:08 pm |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: The KloneKannon
it's fun to line these up and let enemies fall into them, then shoot them out in grasslands.
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Mon Nov 17, 2008 5:17 pm |
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