View unanswered posts | View active topics It is currently Sun Dec 29, 2024 2:08 pm



Reply to topic  [ 264 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 18  Next
 TAC Nuke Corp. - Updated 06/15/09 (B23) 
Author Message
User avatar

Joined: Wed Apr 08, 2009 5:56 pm
Posts: 50
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
your nuke+mutagen zombie spawning jars= pure awesome

its so cool having a mssive nuke go off then thousands of zombies spawning


Fri Apr 24, 2009 9:13 pm
Profile

Joined: Sun Jul 20, 2008 1:02 am
Posts: 59
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Now add some nukes to activities.ini, nukes rain from the sky...


Thu Apr 30, 2009 12:01 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
make the mushroom cloud mushroom. you just need to do some fancy ♥♥♥♥ with emitters. i might make a demo later.. but probably not.
basically, have the intially gibbed emitter be InheritsVel = 1 and emit emitters that take the cloud in different directions, and one going directly backwards propelling itself up while dropping more emitters outwards and evertually shooting out a large, heavy particle that gibs the emitter into more emitters at full spread. all these emitters should emit fireballs on burst and smoke after that, as well as some fuel fire trace emitters and the like. put some effort into the explosion for crissake.


Thu Apr 30, 2009 1:29 am
Profile WWW
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
I agree with the above.
Whilst it is more of a mushroom than any other nuke, it still hasn't got the 'mushroomy' feel to it.


Thu Apr 30, 2009 11:41 am
Profile WWW
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
goiduranus wrote:
Now add some nukes to activities.ini, nukes rain from the sky...


I want that too. But it wouldn't be fun if you can disarm the nukes before they land.


Thu Apr 30, 2009 11:43 am
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
The Decaying Soldat wrote:
goiduranus wrote:
Now add some nukes to activities.ini, nukes rain from the sky...


I want that too. But it wouldn't be fun if you can disarm the nukes before they land.


AAL has that. :grin:
[/mod advertising]


Thu Apr 30, 2009 12:26 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Well I find they're not so much nukes as SPHERES OF DEATH... anyway, they're stoppable as well anyway. Once this mod has a proper dynamic mushroom, the image of one of these going off next to your base will be at once awesome and painful.


Thu Apr 30, 2009 12:37 pm
Profile WWW
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
It doesn't necessarily needs to be an activity too. Make a nuke spawner and put it on top of the map, which of course spawns nuke bombs at a very slow rate. Imagine fighting your enemy in a nuclear war scenario. PRICELESS.


Thu Apr 30, 2009 12:54 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Hmmm... I think you could make it random by making an emitter that only emits sideways. Then you have it emit gravity unaffected particles at a set speed with a LifetimeVariance of 1. The particles gib into nukes falling down, so you'd get nukes appearing randomly accross the map.
But then there's the problem of no X-Wrap maps, you'd have to do some more coding to get those down... hmmm... I know, set min velocity to the negative value of the max velocity...


Thu Apr 30, 2009 1:07 pm
Profile WWW
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
O.O...

Okay college is taking all my time right now so i think I'm going to work on the nuke when I'm done with that (27 of May...) Now with all the exams and homeworks and... whatever the stuff my teachers throws at me I can't do anything.

And all these ideas sounds like crazy code and I don't think I understand some of them so well... I'll do what I can, later.


Sat May 02, 2009 3:38 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Hmmm....
Okay, what you do is you have two emitters that emit to the left and right respectively, this causes them to move in the opposite direction. They should emit particles with some velocity, these particles also have emitters that are perpendicular to their forwards direction, causing them to swirl. This will be the base shockwave along the ground, have a decent lifetime so there's a wide are of effect. Now then you have another emitter emitting downwards, thrusting itself upwards, using similar swirly particles, this will form the upwards moving column. Now you have an explosive that moves upwards at the same speed as the column emitter and detonates as the emitter stops emitting, this will detonate into some swirly emitters to the sides and up, creating the mushroom.
The shockwave along the ground should leave some sharp emitters as the radiation, etc.
Have all the particles majorly sharp and have triples of each initial emitter so you it's hard to stifle the explosion. Then you have an initial wave of invisible particles with very low sharpness, decent mass and very high speed to have as the shockwave.
Try this if you like, it's merely a suggestion of how I think it could work.
You could replace the explosive that forms the mushroom cloud with a delayed emitter with decent air resistance so that the mushroom slowly builds as the column moves up.....
You could also do a decent wave of very high negative mass particles moving downwards to simulate the dirt being scattered as well, that'd br pretty cool, if laggy.
Yeah, it's your decision.


Sun May 03, 2009 8:01 am
Profile WWW
User avatar

Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
You should make a nuke that destroys the entire map. Something used only when you know you're going to lose. I mean, when my commander is surrounded, wounded and destined to die, I want a bomb that will kill the entire enemy team so badly that debris will end up in their back yard several thousand light years away, and squish their dog.

I did have some fun times with this mod. I managed to dig my brain unit out of my super sweet desert base. When the Bear Fed Spetsnaz tried crawling through the tunnels I had dug, I dropped a nuke on my base, killing them, and trapping the survivors. I landed two coalition troopers who helped kill a few stray conscripts. By the time my commander had dug himself out of the collapsed sand tunnels, the enemy team was on the other side of the map, still searching my ruined base. I picked up the coalition soldiers and my commander in a dropship and told it to return. The nukes work great for those kind of situations.


Mon May 04, 2009 12:14 am
Profile
User avatar

Joined: Sun Dec 21, 2008 8:16 am
Posts: 293
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
just look for a map wipe bomb, I'm pretty sure i saw one in shook's pack of mods.


Mon May 04, 2009 12:58 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
Hmmm.... how about a one use nuclear turret: with a single difference. The nuke detonates in the super sturdy barrel, destroying it, but aiming a majority of the nuke in the direction of the turret. Even better, make it air droppable, for that lovely sense of pleasure as the horde of fully armed soldiers turns the bend only to be looking straight into the giant barrel of a nuke cannon.


Mon May 04, 2009 1:02 pm
Profile WWW
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: TAC Nuke Corp. - Updated 4/18/09
411570N3 wrote:
Hmmm.... how about a one use nuclear turret: with a single difference. The nuke detonates in the super sturdy barrel, destroying it, but aiming a majority of the nuke in the direction of the turret. Even better, make it air droppable, for that lovely sense of pleasure as the horde of fully armed soldiers turns the bend only to be looking straight into the giant barrel of a nuke cannon.


That wouldn't look like a nuke now would it. It would look like some giant shotgun or beam cannon.

What we need now is the vehicle and the crab. I want them so badly.


Mon May 04, 2009 1:11 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 264 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 18  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.035s | 14 Queries | GZIP : Off ]