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 Nsf ALPHA 
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Loose Canon
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Joined: Sun Mar 29, 2009 11:07 pm
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Post Re: Nsf ALPHA
W0w00t wrote:
wiffles wrote:
the only reason it has 150 hp is so you can actually land it on the ground without the rocket exploding :P

if you have to do that then you just suck at flying rockets

Very much so. If the AI can't land it however, THEN the health still isn't justified. Fix it instead. JointStiffness, or whatever else it was should be jiggered with.


Tue Jul 07, 2009 5:36 pm
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
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Post Re: Nsf ALPHA
The AI can't land rockets, ever (as for now). The only thing you should trust the AI with is dropcrates.


Tue Jul 07, 2009 6:57 pm
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Post Re: Nsf ALPHA
Lizard wrote:
The AI can't land rockets, ever (as for now). The only thing you should trust the AI with is dropcrates.

Yeah, unlike dropships they don't leave piles of gibs or flying death-engines when they get blown up.


Wed Jul 08, 2009 2:02 am
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Joined: Sun May 17, 2009 4:18 am
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Post Re: Nsf ALPHA
I'm having a small problem with a new NSF device ( Napalm Sniper ) It keeps crashing on the first line, if anyone is willing to help, here's the first 10 lines:
Code:
AddAmmo = TDExplosive
   PresetName = NapalmRifleRound
   Mass = 0.5
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = NSF.rte/Devices/NapalmRifle/NapalmRifleRound.bmp
   FrameCount = 1
   OrientToVel = 0.6


Also Working on "Sat Decom Becon", Sort of like orbital drop device in C&C:RE3 (minor inspiration for NSF) Like in http://www.youtube.com/watch?v=NQn4IzpIDKs that vid at 1:40, but with less crap, just one Satellite for now, here's the sprite for the sat

Image

Also, does anyone know how to make an object emit effects, i want the Sat to flame as it falls, but the AEmitter page on the wiki is unwritten. thanks for any input possible


Mon Jul 13, 2009 7:25 am
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Post Re: Nsf ALPHA
That should be AddDevice, not AddAmmo.


Mon Jul 13, 2009 7:50 am
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Post Re: Nsf ALPHA
But it's ammunition for a grenade-launching device


Mon Jul 13, 2009 4:09 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Nsf ALPHA
TDExplosives are devices.

You shouldn't use them for projectiles anyways, use MOSRotatings, which are ammo.

Okay look at it this way: CC has various classes of objects. Such as HDFirearm, TDExplosive, AHuman, etc. These are also all part of various higher groupings; actors, devices, and craft. A TDExplosive is a device, it's a Thrown Device Explosive.


Mon Jul 13, 2009 9:03 pm
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Joined: Mon Jun 30, 2008 9:13 pm
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Post Re: Nsf ALPHA
From base.rte:
Code:
AddAmmo = TDExplosive
   PresetName = Frag Shell
But the rest of Grif's post is correct.


Mon Jul 13, 2009 10:15 pm
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REAL AMERICAN HERO
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Post Re: Nsf ALPHA
Anyways it's probably crashing because the name is too long and it's a buyable device.


Mon Jul 13, 2009 10:19 pm
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