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 TAC Nuke Corp. - Updated 06/15/09 (B23) 
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Post Re: TAC Nuke Corp. - Updated 4/18/09
I don't know...The old explosion is less eye-raping, less laggy, and looks better.

When people say animated mushroom cloud, they were expecting one that 'grows', not just appear and shines with radiation. That really is too much to ask for, but the current cloud doesn't work well either.

My suggestion is use the old cloud sprite, then put...3 radiating coulds at the bottom of the nuke's explosion, spread-out manner, to imitate a large blast radius on the ground.


Mon Apr 20, 2009 3:08 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
I was actually waiting for a post like that, so I was thinking of something while I was in my scenario class (The most boring class ever created in college). I could make an emitter version (The 1.0 version) and a static version (The 0.9 version, also the old nuke.) so ppl could choose which one they like the most and all that stuff.

I won't make it right now, I have to go to college in like, 10 minutes but it should be pretty easy to do because of the way I made my code.

I keep in mind that blast radius on the ground for both nukes.


Mon Apr 20, 2009 1:27 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
deathbringer wrote:
I was actually waiting for a post like that, so I was thinking of something while I was in my scenario class (The most boring class ever created in college). I could make an emitter version (The 1.0 version) and a static version (The 0.9 version, also the old nuke.) so ppl could choose which one they like the most and all that stuff.


No dont do that! Instead take the static version and place some smoke/rad emitters at the feet of the static nuke explosion. That way it will lag less, look MUCH better and save the trouble of 2 seperate nukes/downloads.


Mon Apr 20, 2009 1:54 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
numgun wrote:
No dont do that! Instead take the static version and place some smoke/rad emitters at the feet of the static nuke explosion. That way it will lag less, look MUCH better and save the trouble of 2 seperate nukes/downloads.


Exactly what I wanted. I'm sure that would look better.


Mon Apr 20, 2009 3:36 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Looks great, DL'd


Mon Apr 20, 2009 5:20 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Is there any command to stop the MOSRotatings from decaying when they hit the ground?


Wed Apr 22, 2009 12:13 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Try "restthreshold = -500" and some material like "Military Stuff" or "Mega Metal"


Wed Apr 22, 2009 12:16 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Thanks a lot, it works perfectly! I'll soon be trying to find more time to work on my nuke but for now, I'm off.


Wed Apr 22, 2009 12:42 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
numgun wrote:
Try "restthreshold = -500" and some material like "Military Stuff" or "Mega Metal"



Or, Xenochronium.

Yeah, I noticed.


Wed Apr 22, 2009 2:34 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
my dropship dropped me a BSOD not a nuke! >_< i was exited to use this.


Wed Apr 22, 2009 11:43 pm
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Huh? What's a BSOD? :???:


Fri Apr 24, 2009 12:28 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Black screen of death...


Fri Apr 24, 2009 12:53 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
Oh wow I guess I need to tone down the nuke A LITTLE...

Btw isn't it BLUE screen of death?


Fri Apr 24, 2009 1:05 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
yeah, my bad.


Fri Apr 24, 2009 1:11 am
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Post Re: TAC Nuke Corp. - Updated 4/18/09
If you find that blasts get blocked by the gibs sometimes, make it so that the nuke gibs cannot be hit by MOs.


Fri Apr 24, 2009 8:09 pm
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