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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[remade the Missile Turret]
I already have sprites I use for the light rocket artillery, but now that the artillery scripts are almost done(just some polishing to finish), it would be quite easy to make other artilleries, I could use heavy artillery sprites to make some heavier and more destructive artillery, that will be useful both against troops and buildings, unlike the light one. If you have nice artillery sounds too that would be even better. The sprite should be split in two parts: the base that won't rotate and the cannon that will be attached to it. +any other attachables, armor plates, turrets ...etc you want.
And thank you all for your nice comments, that makes me want to make more cool stuff.
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Sat Aug 20, 2011 2:55 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[New Rocket Artillery]
I just updated this:
_added the rocket artillery, laser target designator pistol and rifle, artillery barrage beacon. _improved the effects of the apocalypse laser _reverted the missile turret back to the old design
and once again, fear the mighty quack...
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Sat Aug 20, 2011 10:23 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Mehman's Experimental Weaponry[New Rocket Artillery]
Oh duuude, the rocket artillery is THE ♥♥♥♥.
Man, I guess this is what I wanted to see in the classical bomb-strike flares/lasers, we rarely ever see from where they are shot, we just see things falling.
Now we can see this thing making some awesome barrages.
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Sat Aug 20, 2011 10:58 pm |
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KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
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Re: Mehman's Experimental Weaponry[New Rocket Artillery]
The rocket artillery seems to have a mind of it's own. And likes to shoot it's own team.
edit: And the designator pistol seems to consistantly keep draining from 5000 after it's fired once.
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Sun Aug 21, 2011 2:25 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[New Rocket Artillery]
KravenDanger wrote: The rocket artillery seems to have a mind of it's own. And likes to shoot it's own team. It doesn't aim at your troops, but as the rokets take a long time to reach their destination friendly fire is possible, they also may aim at enemies near your troops, killing both. KravenDanger wrote: edit: And the designator pistol seems to consistantly keep draining from 5000 after it's fired once. That's a countdown that shows you when you can designate a new target, as a target lock lasts 5 seconds, when the count reaches 1 you can designate another target. As the artillery takes 5s to reaload that means a burst will be shot towards each target, once this bust reached its destination you can advance safely(exept if you are in the artillery's auto firing range of 750px, in which case it will automatically target any enemy in this range).
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Sun Aug 21, 2011 3:39 pm |
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KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
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Re: Mehman's Experimental Weaponry[New Rocket Artillery]
Mehman wrote: KravenDanger wrote: The rocket artillery seems to have a mind of it's own. And likes to shoot it's own team. It doesn't aim at your troops, but as the rokets take a long time to reach their destination friendly fire is possible, they also may aim at enemies near your troops, killing both. I just figured out why. It was aiming at the dummy underneath the floor in tutorial mission. Disregard what I said.
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Mon Aug 22, 2011 3:44 am |
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monkeyfetus
Joined: Sat Aug 06, 2011 11:48 pm Posts: 24
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Re: Mehman's Experimental Weaponry[New Rocket Artillery]
Ummm... What is quack interference?
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Tue Aug 23, 2011 6:28 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
On some rare occasions a phenomenon of unknown origin greatly amplifies the apocalypse laser, resulting in even more destruction, this phenomenon causes a noise similar to the quack of a duck a few seconds before the emission of the laser, and therefore it was named quack interference. Edit: I just updated it with new sprites for the rocket artillery by Kettenkrad, better effects and corrected a bug that prevented it from aiming left.
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Tue Aug 23, 2011 10:38 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
The artillery is really, really awesome. Too bad the enemy can drop anywhere they like (due to them ignoring preset areas) so eventually an enemy rocket will park its arse on top of my investment. I love the sprite outlining update. Looks much better.
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Tue Aug 23, 2011 10:50 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
The new sprites pushed me to finally download it. Terrific job! I love the artillery with a passion.
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Wed Aug 24, 2011 2:42 am |
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alexglitch
Joined: Mon Feb 07, 2011 5:06 am Posts: 23
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
Mehman, I think the time between volleys of the rocket arty needs to be tweaked, because when they just keep pouring rockets at a dummy 3 floors below, they blocked the way for my clones to advance. Other than that, It's Awesome.
Also, I think I figured out how to change the way enemies spawns. Tried switching a variable in the activities lua code (the "W" variable, particularly) and the enemies will only infiltrate your spawn points every 100 flights (if your spawn area is different from the others').
Attachments:
File comment: put in Base.rte/Activities
Activities.rar [7.34 KiB]
Downloaded 285 times
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Wed Aug 24, 2011 7:31 am |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
I thought there was something not quite right with the firing arc - works perfectly now, mass carnage! Great mod buddy.
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Wed Aug 24, 2011 11:10 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
Thanks, Alex. It's right what I was looking for.
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Wed Aug 24, 2011 1:35 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
Is it an idea to attach some bunker modules for these things? They shoot upwards anyway. May as well dig them in. A pic of what I mean: (Don't mind the ugliness.)
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Wed Aug 24, 2011 5:58 pm |
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Skeggy
Joined: Mon Aug 22, 2011 3:12 am Posts: 102
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Re: Mehman's Experimental Weaponry[New Artillery sprites]
Now This May Look Irrelevant But Whenever I Try To Load Up MEW It Does This, Attachment:
abortscreen.bmp [ 900.05 KiB | Viewed 6681 times ]
But When I Take It Off, It Doesn't. Thanks P.S It Says It Can't Load Coalition Missile.wav
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Sun Aug 28, 2011 3:30 pm |
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