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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V6!
Hmm, that would be extremely hard to make, not to mention making something the can withstand falling through a bunker, AND flying out again. The health would have to be lua'd, I could do that, but it would withstand endless bullets. Oh, of course you could just rely on gibbing. I have the code though, if you want it: Code: function Update(self) [TAB]if self.Health < 100 then [TAB][TAB]self.Health = 100 [TAB]end end
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Sun Dec 05, 2010 1:49 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V6!
No Problem, thats quite acceptable. The new sprites are a lot better now good job! Gives it more of a " I'm dropping a huge piece of military ordinance into that bunker." feel.
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Sun Dec 05, 2010 2:33 pm |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V6!
I don't know.... half arsed as it may be, the bombs are better than boxy triangles of death.
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Mon Dec 06, 2010 1:45 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V6!
I got the sprites from a picture of a GBU Jdam I fixed the sprites last night after posting the update but I could not be bothered to post them. It has been updated again: *Fixed sprites Also, This is why the cluster one costs so much. Wow holy crap! 100 Downloads! HOW DID THAT HAPPEN?!
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Mon Dec 06, 2010 2:31 am |
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Wolf
Joined: Sat Dec 18, 2010 10:23 pm Posts: 2
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V7!
I love the bunker busters but it would be great if they could vary penetration depth so you can get bunkers underground and also ones overground without them slipping through the structure.
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Sat Dec 18, 2010 10:48 pm |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V7!
That would be near impossible to do without huge amounts of very complicated LUA. So, not gonna happen. : )
HAZZZZAAAAAAH!
Update.
*Custom, more professional sprites. *Stopped the gas one not going all the way through bunker.
It works with b24 too.
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Mon Dec 20, 2010 9:25 am |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V7!
Looking better! Still not perfect, but a lot better. The Gas functions well now too.
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Tue Dec 21, 2010 12:20 am |
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Nachtauge
Joined: Sat Apr 17, 2010 6:43 am Posts: 95
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V7!
I could try and sprite some stuff for you if you so desired.
I like these a lot. I used to make my own bunker busters by combining the Rod from God with other various explosives. This isn't as destructive and a lot cheaper.
All in all pretty cool.
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Tue Dec 21, 2010 9:39 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V7!
Thanks but no, I am probably not going to work on it for some time now. But eh, I might sometime soon.
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Wed Dec 22, 2010 7:14 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
Update
*Fixed sprites
I changed the sprites, they look quite a lot better now, well at least I think so. The top of the missile was getting on my nerves, it looked crap. Really crap.
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Fri Dec 24, 2010 2:41 pm |
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KnightD
Joined: Thu Nov 15, 2007 5:49 pm Posts: 98
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
I really like the concept of this, but the bombs don't often end up penetrating deep enough to do any destruction. Perhaps making them a little heavier would be a good idea.
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Mon Jan 03, 2011 10:41 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
You could try asking the Lua forum for some help with this. I'm sure someone would be happy to whip up a script that keeps the bomb digging until it hits an open space for it to explode.
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Tue Jan 04, 2011 12:41 am |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
note with B24 there are now limited drop zones
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Tue Jan 04, 2011 1:31 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
There always has been, they are just more defined now.
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Tue Jan 04, 2011 1:40 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Bunker Busters! Force! Burnyness! Shrapnel! V10!
Hobbesy wrote: You could try asking the Lua forum for some help with this. I'm sure someone would be happy to whip up a script that keeps the bomb digging until it hits an open space for it to explode. I got one lying around
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Tue Jan 04, 2011 3:34 am |
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