Author |
Message |
Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
|
Re: The KloneKannon - Now with 20% more bees
I like this mod! It's so much fun shooting Oppressors across the map and watcing them splatter my foes. The only bug is every second shot. The bombs don't fly out of the cannon, they are ejected right at my actors feet... it's dangerous, I tell ya!
|
Fri Apr 10, 2009 10:46 am |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: The KloneKannon - Now with 20% more bees
Thanks for the comments, I was thinking of completing this mod, making a right facing cannon and another bomb or two. Inuyasha > The bug can only be fixed by clogging up one of the two exits with bunker modules, gibs, etc.
I was also thinking of making a moving cannon, but that not gonna come any time soon.
|
Fri Apr 10, 2009 2:36 pm |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
Re: The KloneKannon - Now with 20% more bees
You should try making a one opening cannon, like others suggested. After all, the current mechanism is only good for making elevators.
|
Fri Apr 10, 2009 2:43 pm |
|
|
Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
|
Re: The KloneKannon - Now with 20% more bees
Bunker modules, eh? Thanks for the tip!
|
Fri Apr 10, 2009 4:42 pm |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: The KloneKannon - Now with 20% more bees
Soldat > The floating version will have an exit on the bottom for loading, you can just clog the stationary up with bunker modules. Also working on a new bomb, the cloud bomb.
|
Fri Apr 10, 2009 4:45 pm |
|
|
Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
|
Re: The KloneKannon - Now with 20% more bees
Needs more bees.
|
Fri Apr 10, 2009 7:42 pm |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: The KloneKannon - Now with 20% more bees
Well guys done with the cloud bomb, I'm working on another explosive for y'all to play with. What looks better, with or without the busted label?
|
Sat Apr 11, 2009 7:09 pm |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: The KloneKannon - Now with 65% Flippyness
Since no one commented I went with clean. Added a flipped Kannon. Both Kannons can now be found under bunker systems. Also added two more bombs.
Enjoy!
|
Mon Apr 13, 2009 8:26 am |
|
|
Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
|
Re: The KloneKannon - Now with 65% Flippyness
Awesome! Shooting Opressors the other way, here I come!
Though, I personally liked the labelled crate more.
|
Mon Apr 13, 2009 10:25 am |
|
|
Rocksonic
Joined: Sat Jan 10, 2009 1:55 am Posts: 75
|
Re: The KloneKannon - Now with 65% more flippyness
Unlabeled crate = bettar.
This mod is win btw.
|
Mon Apr 13, 2009 6:39 pm |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: The KloneKannon - Now with 65% more flippyness
Thanks guys, I think I'll put this project on hold for a while, while I start working on a new major project. (Teasers will come when I get sprites down) I've also got two side projects, so I'll see how it works out. Thanks again!
|
Mon Apr 13, 2009 8:37 pm |
|
|
shadow
Joined: Mon Jan 12, 2009 10:16 pm Posts: 310 Location: England
|
Re: The KloneKannon - Now with 65% more flippyness
That makes me sad you're putting this on halt. It's probably one of the most useful mods around.
|
Mon Apr 13, 2009 9:03 pm |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: The KloneKannon - Now with 65% more flippyness
Don't worry, I will continue this later. I have a few bomb ideas for build 23 and I might, if possible make a hand held cannon with Lua.
|
Tue Apr 14, 2009 7:53 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: The KloneKannon - Now with 65% more flippyness
My my, the boxes are rather.... vicious....
|
Tue Apr 14, 2009 8:45 am |
|
|
static-x_crab
Joined: Tue Apr 14, 2009 5:54 pm Posts: 2
|
Re: The KloneKannon - Now with 65% more flippyness
Does not work for me. Dunno... I think it isn't loading in the loading screen
|
Tue Apr 14, 2009 6:19 pm |
|
|
|