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smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Wow, these things are great to test the overpower-ness of other factions... It absolutely rapes darkstorm (When dropped from above) while tektek... No effect, at all (Well, it was their super unit...) Either way, GREAT mod, I love it.
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Wed Sep 09, 2009 12:12 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
smithno13 wrote: Wow, these things are great to test the overpower-ness of other factions... It absolutely rapes darkstorm (When dropped from above) while tektek... No effect, at all (Well, it was their super unit...) Either way, GREAT mod, I love it. Pfft, you can't kill that thing with ANYTHING! Unless you count the ZD Cannon as something.
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Wed Sep 09, 2009 12:20 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Pretty sure the Darkstorm electrolaser, flamethrower or cryo gun could do it. Anyway, pretty good work, but could explode on impact or otherwse fix the reactions that occur when colliding with terrain. Also, it would be nice if the thruster on the case continued after splitting.
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Wed Sep 09, 2009 6:50 am |
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ramonimbao
Joined: Sat Jan 17, 2009 8:53 am Posts: 79 Location: Philippines
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
madmonkey43 wrote: now all we need is a tony stark style actor along with an Iron man suit and the prototype version also Lua Tech Inc. anyone?
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Wed Sep 09, 2009 10:11 am |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
411570N3 wrote: Pretty sure the Darkstorm electrolaser, flamethrower or cryo gun could do it. Anyway, pretty good work, but could explode on impact or otherwise fix the reactions that occur when colliding with terrain. Also, it would be nice if the thruster on the case continued after splitting. Yeah I will make it explode on impact because right now I find it annoying myself. But if I make the thrusters on the case continue after splitting, it won't be like the Jericho in the movie, because the thruster stops exactly when the missiles split and it just fall from this point.
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Wed Sep 09, 2009 11:46 am |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
I finally got around to trying it... and wiped out a WWII bunker trying to kill my brother.
Keep up the good work Deathbringer.
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Wed Sep 09, 2009 4:03 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
I think eh needs to keep the version that doesn't explode on impact, as like, a jericho prototype. It's saved me a couple times, and I love having it decapitate my teammates with blunt impact.
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Wed Sep 09, 2009 8:26 pm |
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Rabdsquirlz
Joined: Thu Jan 29, 2009 1:51 am Posts: 9
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Awesome mod, I think I'm going to tweak it and make a bomb out of the missile so I can drop it from a craft.
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Fri Sep 11, 2009 1:40 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
you just have to add the bomb to the bomb section.
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Fri Sep 11, 2009 4:19 pm |
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mrcole92
Joined: Wed Aug 29, 2007 4:15 pm Posts: 7 Location: USA
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
Benpasko wrote: I think eh needs to keep the version that doesn't explode on impact, as like, a jericho prototype. It's saved me a couple times, and I love having it decapitate my teammates with blunt impact. Yeah. I like the idea of the main part of the missile just being a 'husk' of sorts for the hundreds of little awesomerockets that come forth. Two versions of it would be pretty nice. The 'Prototype' missile, and the fully armed 'Production Model', or something.
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Sat Sep 12, 2009 6:06 pm |
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ShnitzelKiller
Joined: Sun Mar 22, 2009 7:30 am Posts: 168
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
The sprites aren't too good, and the missile itself sometimes just becomes a piece of terrain instead of exploding. wtf. So until I see the teeny things act as homing missile swarms, which would be beyond awesome, it's just a so/so mod.
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Sun Sep 13, 2009 1:01 am |
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smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
You should make the missile cast a MORay infront of it to detect when it is going to hit terrain or an object, and detonate a certain distance from it, for optimal rape.
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Sun Sep 13, 2009 10:57 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
I like it... WAY expensive though (now its free though ^_^) I have only one thing i hate about it the mag. its the missile but it just gibs when it hits the ground there has got to be a better way to do this
Edit: is it ok if I upload a Lua version of it... in this thread. (with lots of tweaks and funnies ) i made some of the missiles go for actors, some craft, some are "dumb, and the rest do strange things.(as in I'm working on that...)
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Mon Sep 14, 2009 3:53 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
ZevN47 wrote: Is it ok if I upload a Lua version of it... Go ahead.. I'm sick of lua and sick of the lua I have too. It lags the game bad. Ini ftw.
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Tue Sep 15, 2009 12:22 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: The Jericho Missile MK2 (WIP) Updated 09/02/09
deathbringer wrote: ZevN47 wrote: Is it ok if I upload a Lua version of it... Go ahead.. I'm sick of lua and sick of the lua I have too. It lags the game bad. Ini ftw. Word. Break it down, old school style.
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Tue Sep 15, 2009 12:26 am |
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