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 Experimental Dummy Vehicles (2013-01-03: R12) 
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Joined: Thu Dec 27, 2007 4:08 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Is it me, or is the Robot 2 in that GIF retarded?


Tue Nov 02, 2010 1:47 am
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Joined: Wed Feb 17, 2010 12:07 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Its Pinned.

Love the update and new turret Abdul, keep it coming.


Tue Nov 02, 2010 4:27 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Can i please have that turrets gun in a actual gun form please?


Sat Nov 06, 2010 8:01 pm
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I bet the recoil would kill a normal actor. Or atleast knock them back alot.


Sat Nov 06, 2010 8:11 pm
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
mail2345 wrote:
I bet the recoil would kill a normal actor. Or atleast knock them back alot.

Dummy behemoth?
EDIT: Ether that or you can make recoil dampeners on the gun. (decrease recoil in the ini)


Sat Nov 06, 2010 8:12 pm
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
It is not quite that simple.


Sun Nov 07, 2010 4:16 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
411570N3 wrote:
It is not quite that simple.

*facepalm* I remember, it has something to do with the mass and such?


Sun Nov 07, 2010 4:27 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
The game engine will always convey the recoil of the fired projectile. You have to fire a separate, lighter projectile that then gibs or otherwise spawns the desired projectiles.


Sun Nov 07, 2010 5:29 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Nowadays it's actually easier to have the mass reset on Create(), so you could probably just do that.


Mon Nov 08, 2010 2:09 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Actually, the turret fires a weightless particle that spawn a nail at the end of any sprite it touches. One reason is to alternate the spawn point between the upper and the lower muzzle. When using pure ini all projectiles exit the same barrel, or between barrels like the coalition auto-cannon.


Wed Nov 10, 2010 9:52 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I managed to get it to fire from separate barrels by using the TDExplosive method of recoil negation combined with the use of a tracer of exactly the same gibs but on an offset. It works pretty good, actually. It's similar to the 5 barrel machinegun, but asymmetrical.


Wed Nov 10, 2010 10:05 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Realistically speaking, this cannon isn't exactly "light".


Fri Nov 12, 2010 12:22 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Soooo, is anyone actually going to make it yet?


Fri Nov 12, 2010 12:49 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I still love these things. Granted, as a co-conspirator I've had them for months, but still, I find I place them in every base scene I make now.

The funny story about it being a gun is I did toy around with this as a gun-arm concept originally, for the Behemoth, Mega Man or FFVII Barret style. I have some old mock-ups lying around:

Image Original

Image and again on the touched-up Behemoth.

The barrels eventually got chopped and edited into the Shotgun, and the Hyper Laser concepts.


Mon Nov 15, 2010 6:48 am
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Post Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I love the new turret and fixes to the hover tank...but can you make it hover above the water in the Hydro Plus mod?


Mon Nov 15, 2010 6:36 pm
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