View unanswered posts | View active topics It is currently Sat Dec 28, 2024 5:19 am



Reply to topic  [ 84 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
 Bunker Busters---F I N A L 
Author Message
Data Realms Elite
Data Realms Elite
User avatar

Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
Reply with quote
Post Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
I mean't having the call-in signal as a bomb, then spawn a regular actor from the sky.


Thu Jan 27, 2011 2:07 am
Profile
User avatar

Joined: Sun Apr 25, 2010 12:04 am
Posts: 303
Location: Australia
Reply with quote
Post Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
It would not be very smooth though, I think it would be a lot better if it was an actor. I just can't seem to figure out how.


Thu Jan 27, 2011 2:21 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
Reply with quote
Post Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Ok. Make a bomb, then attach this script to it:
Code:
function Update(self)
    self.StoreX = self.Pos.X
end

function Destroy(self)
    local spawn = CreateACRocket("Bunker Buster");
    spawn.Pos.X = self.StoreX;
    spawn.Pos.Y = 10;
    MovableMan:AddActor(spawn);
end


Or something like that.


Thu Jan 27, 2011 2:35 am
Profile
User avatar

Joined: Sun Apr 25, 2010 12:04 am
Posts: 303
Location: Australia
Reply with quote
Post Re: Bunker Busters! Force! Burnyness! Shrapnel! V12!
Roast Veg wrote:
Ok. Make a bomb, then attach this script to it:
Code:
function Update(self)
    self.StoreX = self.Pos.X
end

function Destroy(self)
    local spawn = CreateACRocket("Bunker Buster");
    spawn.Pos.X = self.StoreX;
    spawn.Pos.Y = 10;
    MovableMan:AddActor(spawn);
end


Or something like that.


I'll try, I will get back to you soon.


Update, thanks to Roast Veg, (I used that lua attachment) I have an extra special update here!

*No more drop zones! Use the "Bunker Buster Caller" to call in Bunker Busters!
*Fixed gibs. It breaks now, not fall apart like before.
*Added the 'Original' bunker buster to the list of craft in the build menu.
*Made this. See attachment:


Attachments:
File comment: ::
Just something cool...

:D

BunkrBstrBomb.rte.7z [3.98 KiB]
Downloaded 174 times
Thu Jan 27, 2011 3:27 am
Profile

Joined: Sat Jan 22, 2011 3:42 pm
Posts: 16
Location: A War-zone in Earth
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24]
is there anyway to make the bunker buster faster when its in air and slower when it is piercing through materials so it can be more realistic. Its still a great mod btw


Thu Jan 27, 2011 1:50 pm
Profile
User avatar

Joined: Sun Apr 25, 2010 12:04 am
Posts: 303
Location: Australia
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24]
Yes, I will change that now.
It's just a matter of changing the threshold for the ability to force the velocity of the object.

Update

*Lua tweaks
*Stopped the "Bunker BusterA" showing up in the buy menu.


Fri Jan 28, 2011 9:56 am
Profile
User avatar

Joined: Tue Jan 18, 2011 7:50 am
Posts: 170
Location: 2 Miles underground on some planet in a vault.
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
Hurray, One of my ideas works out and well.


Fri Jan 28, 2011 10:49 am
Profile
User avatar

Joined: Mon Jun 21, 2010 1:40 am
Posts: 208
Location: Hiding in a freezer at Wal-mart
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
THANK YOU for adding no drop zones for these! The mod is terrific, especially helpful when you don't want to risk sending a troop into a building.


Sat Jan 29, 2011 12:38 am
Profile
User avatar

Joined: Sun Apr 25, 2010 12:04 am
Posts: 303
Location: Australia
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
Poor mans sniper wrote:
THANK YOU for adding no drop zones for these! The mod is terrific, especially helpful when you don't want to risk sending a troop into a building.


Thanks for the feed-back!
Although you may be disappointed, I didn't completely get rid of drop limits, I just added a caller that sends in the bunker buster, to
balance the thing out I had to remove digging for the dropped bunker buster.

But the crafts still dig.

I can change this for you in about 10 seconds if you want.


Sat Jan 29, 2011 1:59 am
Profile
User avatar

Joined: Tue Jan 18, 2011 7:50 am
Posts: 170
Location: 2 Miles underground on some planet in a vault.
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
Dylanhutch wrote:
Poor mans sniper wrote:
THANK YOU for adding no drop zones for these! The mod is terrific, especially helpful when you don't want to risk sending a troop into a building.


Thanks for the feed-back!
Although you may be disappointed, I didn't completely get rid of drop limits, I just added a caller that sends in the bunker buster, to
balance the thing out I had to remove digging for the dropped bunker buster.

But the crafts still dig.

I can change this for you in about 10 seconds if you want.


Why not have digging for a higher price? It would balance out if you do it right.


Sat Jan 29, 2011 10:57 pm
Profile
User avatar

Joined: Mon Jun 21, 2010 1:40 am
Posts: 208
Location: Hiding in a freezer at Wal-mart
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
Dylanhutch wrote:
I can change this for you in about 10 seconds if you want.

Sure, sounds good.


Sat Jan 29, 2011 11:35 pm
Profile
User avatar

Joined: Sun Apr 25, 2010 12:04 am
Posts: 303
Location: Australia
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
Sorry for latency, I was out.

Here you go, just overwrite.


Attachment:
File comment: Insta-Fix
Fix.zip [365 Bytes]
Downloaded 179 times


ludsoe wrote:

Why not have digging for a higher price? It would balance out if you do it right.


But you would still be able to win instantly, being able to dig without drop zones would mean you could drop a caller right over the enemy brain.

That = instant win.


Sun Jan 30, 2011 11:12 am
Profile
User avatar

Joined: Tue Jan 18, 2011 7:50 am
Posts: 170
Location: 2 Miles underground on some planet in a vault.
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
I see what you meant their. You should make brain units immune?


Sun Jan 30, 2011 11:43 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
That's not a good way to balance by any means. An alternative would be to make the bunker buster require a large time investment, giving a large amount of time for a defender to neutralise the threat. Making a weapon use this method would be significantly more complex, however.


Last edited by 411570N3 on Sat Feb 05, 2011 2:21 am, edited 1 time in total.



Sun Jan 30, 2011 11:52 am
Profile WWW
User avatar

Joined: Sun Apr 25, 2010 12:04 am
Posts: 303
Location: Australia
Reply with quote
Post Re: Bunker Busters! No Drop Limit Special!!! [B23][B24] V13Fix
I could make it randomly change position so that it would be inaccurate.
But I have no idea how to do that.


Sun Jan 30, 2011 12:20 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 84 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.043s | 15 Queries | GZIP : Off ]