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 A Land Transport with manned turrets 
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Joined: Wed Jan 12, 2011 5:29 am
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Post A Land Transport with manned turrets
I know this is kinda odd but a Land Transport that can load and put actors on its turrets while keeping the cargo safe would be a nice addition. Is it possible?


Wed Jan 12, 2011 5:55 am
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Joined: Wed Sep 09, 2009 3:16 am
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Post Re: A Land Transport with manned turrets
Hmm, that's an awful lot there, we haven't even done the dropod stuck onto an ACrab land transport yet, let alone the extra manned turrets. Probably possible but really hard to do.


Wed Jan 12, 2011 6:24 am
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Joined: Mon Oct 25, 2010 5:51 am
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Post Re: A Land Transport with manned turrets
If only we could give ACrabs exits, damn! :P


Wed Jan 12, 2011 6:35 am
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Post Re: A Land Transport with manned turrets
Or if we could add actors to other actors' inventories.


Wed Jan 12, 2011 6:08 pm
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: A Land Transport with manned turrets
Fake both.


Thu Jan 13, 2011 6:06 am
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Joined: Sun Aug 09, 2009 9:26 am
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Post Re: A Land Transport with manned turrets
Adding actors to someone's inventory has been done, I remember a .gif of carrying Zoey from a L4D mod. I can't remember who did it, though.


Sat Jan 15, 2011 6:22 pm
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Post Re: A Land Transport with manned turrets
That was Azukki.


Sat Jan 15, 2011 11:56 pm
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Post Re: A Land Transport with manned turrets
You can add new actors to other actors, but not existing actors.


Sun Jan 16, 2011 12:47 am
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Joined: Thu Mar 04, 2010 9:07 pm
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Post Re: A Land Transport with manned turrets
Naxx and the makers of Apollocalipse made pilotable mechs. But the actors piloting them don't show. There was an assault helicopter mod which spat out an actor when it gibbed but the actor was the pilot in the first place.

Maybe the mining cart and elevator concepts help this somehow though I'mnot sure.


Sun Jan 16, 2011 12:26 pm
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Joined: Fri May 15, 2009 10:29 am
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Post Re: A Land Transport with manned turrets
Me and pete are probably making an APC version of this with a back hatch.
Image
Will probably have the HMG ontop on the tank version be useable by people in the sense of cavecricket's turret stand.


Sun Jan 16, 2011 12:40 pm
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Post Re: A Land Transport with manned turrets
Controlling two units with one input has been done before. Just make a ship that has its opening command disabled and is unselectable. Check if you're controlling the crab it's connected to and then if you press a certain button the craft opens and closes. As for the unmanned turrets, if nobody remembers how to do those I'm going to cry.


Sun Jan 16, 2011 10:24 pm
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Post Re: A Land Transport with manned turrets
Hmm..... Maybe have a invisible gun where the hatch is, make it lightly shoot up to 3-6 pre-equipped units and then make a infinite reload? I have seen guns that shoot actors before like in WWM, so shouldn't this be possible?


Thu Jan 27, 2011 5:53 am
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Post Re: A Land Transport with manned turrets
Several much more effective methods have been posted in the thread. Please read the thread and have an understanding of the topic at hand before posting.


Thu Jan 27, 2011 7:07 am
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Joined: Sun Jan 30, 2011 6:02 pm
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Post Re: A Land Transport with manned turrets
An apc or such could be awesome with some cannons. Maybe even a 20mm aa-gun looking foward to some updates :smile:


Sat Feb 26, 2011 8:06 am
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Post Re: A Land Transport with manned turrets
There are no updates to be had. The OP never intended to make it, and the others were only discussing the possibilities of implementation.


Sun Feb 27, 2011 8:37 am
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