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 Flying Fortress: early release 
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Joined: Fri Oct 17, 2008 9:46 pm
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Post Re: Flying Fortress: early release
YES! This is downright perfect. Sure, the gibs are a bit lacking, and walking is difficult, but this is the ultimate dream of any steampunk addict! ( read: me ) After all, who doesn't like crushing all their enemies with a big flying steam-powered four-legged mech walker? Amazing, through and through. You should definitely make a mission in an abandoned industrial city in the middle of the desert with this as a boss. I can even imagine the player, controlling a guy and two or three steampunk robots, crawling atop a destroyed building, only to find this mechanical behemoth descending from the clouds, while a big "AIM FOR THE LEGS!" message flashes on the screen. Then, when at least three legs are destroyed, the fortress loses balance, falls from the building and explodes, creating a huge shockwave that destroys the city's undergrund tunnels, forcing you to get outta there before the whole place crumbles. Oh yeah.

( Uh, I think I got inspired when making this post. Sorry for the whole rambling about missions and stuff. :P )


Also, did anyone try fighting this with an MPAM, Science Armor or M.A.R.S? It's what I call a Clash Of The Titans. :twisted:


Tue Jun 30, 2009 10:18 pm
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Joined: Thu Jun 12, 2008 10:06 pm
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Post Re: Flying Fortress: early release
Great, the first mod ever uploaded with multiple turrets on a drop ship! I think the sprite is well done for the body, but I think it needs a few rusty patches feel more steam punk, because a nice shiny steel ball isn't having a steam punk feel to me. It was fun to mess around with until I landed it and thought it was safe, few seconds later I came back and there's nothing but pieces left: Damn auto scuttle! Also, I was thinking maybe some doors for maybe troop deployment or bombs?


Tue Jun 30, 2009 11:40 pm
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Post Re: Flying Fortress: early release
I see you still haven't lost your touch. Amazing. :shock:


Tue Jun 30, 2009 11:43 pm
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Post Re: Flying Fortress: early release
Just made an activities with these coming down every 60 seconds.
And I fought them using only ronin and damn it was pretty epic. The fortress' turrets had a pretty long range and it kept sniping entire squads of my guys from the sky. This thing is a true boss.

I gotta try this on first signs mission versus the mega crab. : )

Btw, make it explode on death with a very large and dramatic fiery explosion. BIG EXPLOSION.
I like how you used animated particles that made it look like you were destroying tons of attachables.


Tue Jun 30, 2009 11:57 pm
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Post Re: Flying Fortress: early release
numgun wrote:
Just made an activities with these coming down every 60 seconds.


Download link please. :)


Wed Jul 01, 2009 1:52 am
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Joined: Wed Dec 13, 2006 12:10 am
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Post Re: Flying Fortress: early release
this is awesome! do you think we might see some updates and improvements to some of your older mods like making the A-4 a proper dropship, the HWP A-3 a ACrab and work better with the new improvements, and finishing the Panzor A-5? But of course this new stuff is wonderful too!


Wed Jul 01, 2009 2:06 am
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Post Re: Flying Fortress: early release
Certainly seems to live up to the hype.


Wed Jul 01, 2009 2:17 am
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Post Re: Flying Fortress: early release
I really wish auto-scuttle could be turned off.

But it gets annoying when the things legs get stuck in the dirt and it's hard to lift-off.

I still bow down to you though, for blessing us with this amazing, yet unfinished, masterpiece!


Wed Jul 01, 2009 2:22 am
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Post Re: Flying Fortress: early release
looks decent. needs less retro clone, to fit in better.
you just need to do a self:GetAltitude(<distance>) check to turn down emissions.


Wed Jul 01, 2009 2:39 am
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Post Re: Flying Fortress: early release
And some attachable fiddling.
Code:
if self:GetAltitude(x,y) < z then
if self.emitterson then
i = 1
self.emitterson = true
local mo = nil
while i < MovableMan:GetMOIDCount() do
mo = MovableMan:GetMOFromID(i)
if mo.RootID == self.ID and mo:IsInGroup("Hidden Flying Fortress Engine Group") then
mo:EnableEmission(false)
end
end
end
elseif not(self.emitterson) then
i = 1
self.emitterson = true
local mo = nil
while i < MovableMan:GetMOIDCount() do
mo = MovableMan:GetMOFromID(i)
if mo.RootID == self.ID and mo:IsInGroup("Hidden Flying Fortress Engine Group") then
mo:EnableEmission(true)
end
end
end

That code should do the trick if the engine parts are added into the group ("Hidden Flying Fortress Engine Group", and x is set to a value greater than the maxheight, y is set to the checking precision and z is set to the max emission altitide.


Wed Jul 01, 2009 2:58 am
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Post Re: Flying Fortress: early release
Judging from the avatar and this mod, I'd say you've been watching Steamboy a lot.
The steam effects look great. Something about a spherical tower though looks off.


Wed Jul 01, 2009 2:59 am
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Post Re: Flying Fortress: early release
Up until now, LFOW, I forgot you were new here. You've just proven how new you are :] <3


Wed Jul 01, 2009 3:17 am
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Post Re: Flying Fortress: early release
ProjektTHOR wrote:
Up until now, LFOW, I forgot you were new here. You've just proven how new you are :] <3


Whatever -that- means.


Wed Jul 01, 2009 3:33 am
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Post Re: Flying Fortress: early release
amrobotics makes heaps of steampunk stuff, and is a really old member. read more.


Wed Jul 01, 2009 4:51 am
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Post Re: Flying Fortress: early release
I was already aware of both of those points. It's obviously steampunk, and even though I wasn't on the forums during his mods releases, I know of his mods and their epicness.

I was more outlining the fact that this looks like he reached into Steamboy and pulled out the Steam Tower from it. It's awesome. The steam effects are really what impresses me. Now it just needs to freeze people.

Clip of Steam tower launching: http://www.spike.com/video/steamboy-ste ... r/2664579#


Wed Jul 01, 2009 5:05 am
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