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 Rockets self-scuttling 
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Joined: Fri Jul 18, 2008 9:18 pm
Posts: 131
Location: Sacramento, CA
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Post Re: Rockets self-scuttling
My craft also auto-skuttle if they're -touched- and not at perfect health.

This hinders my plans for leaving crates buried in shallow dirt as land-mines.


Wed Jan 21, 2009 12:05 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: Rockets self-scuttling
Geti wrote:
because of their deepgroups. i still think that should be fixed on all weapons and devices. riot shields do not need deepgroups damnit DRL!


That is a seriously good point.


Also, I think Data should make it so you can scuttle while still moving (if you're digging through the terrain for instance) and get rid of auto-scuttle completely.


Thu Jan 22, 2009 5:13 am
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Joined: Fri Sep 21, 2007 9:50 pm
Posts: 419
Location: KS
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Post Re: Rockets self-scuttling
You boys were lucky that you weren't around for build 18, if auto-scuttling is what really gets your panties in a bunch. There wasn't even scuttling, much less craft explosion/loss. They just fell to the ground. After five minutes of playtime the regular map was turned into a hilly wasteland of drop ships and rockets (assuming you used them, the AI didn't.) Rockets could tunnel forever, or if you shot them enough, they would go flying and destroy everything in their way.


Thu Jan 22, 2009 2:08 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Rockets self-scuttling
Not in build 18.

Build 13, you had invincible rockets, but there were no builds were there were problems with non-settling rockets AND debris piling up. They're pretty much mutually exclusive; one is caused by the solution to the other.


Fri Jan 23, 2009 1:09 am
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: Rockets self-scuttling
Grif wrote:
there were no builds were there were problems with non-settling rockets AND debris piling up. They're pretty much mutually exclusive; one is caused by the solution to the other.

Yeah, one needs to be implemented, and improved by fixing the problem it causes otherwise. Which is basically what IsScrap tried to do, but doesn't quite. If that system is staying, I think it could really use some change. Like maybe instead of being a boolean for materials it could be an integer of how many pixels upward are displaced.

Personally I'd like it if some crafts would settle as terrain under certain definable circumstances, including a toggle-able-by-modding manual option to do it, but I'm not sure how well that could be implemented into regular CC modding. And the circumstances under which rockets autoscuttle really needs work. But that's getting precisely back on topic and just saying what everyone else already has, which I like to avoid.


Fri Jan 23, 2009 1:21 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: Rockets self-scuttling
leadpumper12 wrote:
You boys were lucky that you weren't around for build 18, if auto-scuttling is what really gets your panties in a bunch. There wasn't even scuttling, much less craft explosion/loss. They just fell to the ground. After five minutes of playtime the regular map was turned into a hilly wasteland of drop ships and rockets (assuming you used them, the AI didn't.) Rockets could tunnel forever, or if you shot them enough, they would go flying and destroy everything in their way.


Yeah I remember that, I've been here at least as long as you.

And scuttling isn't neccessary, gibs are.


Fri Jan 23, 2009 9:41 am
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Joined: Sun Feb 25, 2007 10:15 pm
Posts: 42
Location: West Palm Beach, Florida
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Post Re: Rockets self-scuttling
CandleJack wrote:
Tons of tipped over rockets building up and burrowing through the terrain are probably why Data added this.


CandleJack wrote:
Tons of tipped over rockets building up and burrowing through the terrain are probably why Data added this.


I actually enjoyed this a lot, would love watching rockets go berserk and start tunneling through the map, or use them to block entrances, create bridges, etc, and have the terrain get piled up, at least it didn't do like it does now where I keep running out of terrain.


Wed Jan 28, 2009 4:33 pm
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