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 [Mod Contest Entry: Auto-Defense System] GS Defenses 
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Joined: Thu Dec 16, 2010 11:06 pm
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 [Mod Contest Entry: Auto-Defense System] GS Defenses
VOTE FOR ME HERE!

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HALL MONITOR
A compact defensive turret ideal for placement inside your base. Its low-power, wide-spread shotgun is perfect for eliminating single intruders!


Image
LIGHT CANNON TURRET
A medium-sized cannon with a concrete base for placement anywhere. Its explosive rounds are excellent at grounding enemy aircraft!


Attachments:
File comment: GSDefense.rte
GSDefense.rar [594.34 KiB]
Downloaded 1485 times


Last edited by thesoupiest on Sat Jun 25, 2011 1:19 am, edited 1 time in total.

Sat Jun 18, 2011 6:20 pm
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
I must say, the light cannon is just really satisfying to use.


Sat Jun 18, 2011 7:49 pm
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
Yes I quite agree. Is there a possible way to make the bullets just as strong but not kill terrain?

When I put these things in my base (the light turrets), and when I have a second base structure across from the turret, after a while, it chews threw it (even the white vanilla bricks).

Do you also think you might be able to develop the shield part of the turret more so it plays more of a significant roll in defense?

And going on that, maybe make the "gut" of the turret more vulnerable, thus making the shield more important?

Oh, and did I mention how good this mod is?

And have you been thinking about making a medium and heavy version?


Sat Jun 18, 2011 11:46 pm
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
The Light Cannon Turret will probably be renamed to simply "Cannon Turret" and Light and Heavy versions made relative to it.

Those balance ideas are very interesting, and create much more of a black-and-white vulnerability system. I'll consider it.


Mon Jun 20, 2011 5:52 pm
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
Ha, I'm sure you were reading my mind, Soup, I drew up a sketch of a cannon similar to that a few weeks ago ^_^
Mind if I base my code of yours?

EDIT: Nvm, just realized that I created a bunch of turrets in my mod :P


Thu Jun 23, 2011 1:14 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
Sure, why not. As long as you learn the difference between "off" and "of." 8)


Thu Jun 23, 2011 1:16 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
Eh, how do I switch turret direction? Holding and moving does nothing.


Thu Jun 23, 2011 2:11 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
Give me a break, I'm sick. :'(
I really like your spriting style, by the way. I would suggest adding shells to the light cannon, but they would just build up. Good job over all.


Thu Jun 23, 2011 2:12 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
ScientistSalarian wrote:
Eh, how do I switch turret direction? Holding and moving does nothing.
What do you mean? If you mean turning the turret left and right, it's simply done by taking control of the turret and aiming.


Thu Jun 23, 2011 2:20 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
Ah, alright then. I thought it was only a one directional.


Thu Jun 23, 2011 2:40 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
If I knew -how- to make a one-directional turret, I would.


Thu Jun 23, 2011 3:05 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
You could use lua to make it always face one direction. I guess it wouldn't be a complicated code, maybe something like
Code:
function Update(self)
if self.HFlipped == true then
self.HFlipped = false
end
end


I suppose.


Thu Jun 23, 2011 3:08 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
I've tried such codes, but the issue was that you could aim in the "restricted" direction and still fire.


Thu Jun 23, 2011 3:16 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
In that case you could get the aim angle of the actor and change it to something like 90° or 270° when it's between 91° and 269°.
But I'm not sure if that would work, since I don't know much about how angles are measured in Cortex Command.


Thu Jun 23, 2011 3:19 am
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Post Re: [Mod Contest Entry: Auto-Defense System] GS Defenses
Asklar, anyway to manage another actors AimAngle by using the up / down controls from a separate actor?


Thu Jun 23, 2011 3:34 am
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