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 Transport Cannon [Modding contest winner:anything][Update 3] 
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Joined: Tue Nov 17, 2009 7:38 pm
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Post Re: Transport Cannon [Modding contest entry: anything]
First update:

_The pods are now destructible.
_The aiming system is more accurate.
_Pods aren't sold when they go too high.
_Added a low trajectory mode(use the pie menu), but the aiming system doesn't work well yet.
_The target designator dissapears when the cannon is destroyed.


Sat Oct 22, 2011 5:28 pm
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Post Re: Transport Cannon [Modding contest entry: anything][Update 1]
Anychance of a Static Version of this? What i mean by Static is Unable to Aim it.


Sat Oct 22, 2011 6:38 pm
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DRL Developer
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Post Re: Transport Cannon [Modding contest entry: anything][Update 1]
Why would you ever want that?


Sat Oct 22, 2011 8:08 pm
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Post Re: Transport Cannon [Modding contest entry: anything][Update 1]
I think he means one that would just fire people at a set point. It could have interesting uses.


Sat Oct 22, 2011 8:18 pm
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Post Re: Transport Cannon [Modding contest entry: anything][Update 1]
Aw, ♥♥♥♥, I just PM'd you about your post in the Epic Moments thread, and now you've already released it! I feel like an idiot. A very excited idiot.


Sat Oct 22, 2011 8:20 pm
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Data Realms Elite
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Post Re: Transport Cannon [Modding contest entry: anything][Update 1]
Oh God.

I can't believe what I'm using!

This one is so great.

Nice sprites, and nice code.


Sat Oct 22, 2011 9:10 pm
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Moderator Hero

Joined: Sun Dec 24, 2006 11:28 pm
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Post Re: Transport Cannon [Modding contest entry: anything][Update 1]
Amazing stuff - really good sprites and reminds me of this:

Watch the whole damn thing but scroll to 5:35

http://video.google.com/videoplay?docid=-5434666681046246946&hl=en


Sun Oct 23, 2011 11:29 am
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Post Re: Transport Cannon [Modding contest entry: anything][Update 1]
Still pretty laggy on my end.

The designation dot still won't go away for me.


Sun Oct 23, 2011 11:01 pm
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Post Re: Transport Cannon [Modding contest entry: anything][Update 2]
I just updated this:

_longer range
_automatic aim is more accurate(exept with low trajectories)
_added some effects
_the pod now gets damaged during high velocity flights(at long range)
_removed some unnecessary items from the buying list
_added some descriptions
_made the pod's turret less OP



The lag this produces comes mainly from two things:
_The complicated calculations required to aim the cannon that are repeated over and over in order to follow the target designator, I tried to optimize it but it may still cause some lag on old computers.

_The trajectory guide, however this dissapears whenever you unselect the target designator and the cannon, so if it bothers you just unselect it once you've aimed. If you want to get rid of it permanently open CrateCannon.rte/Cannon/Cannon.lua and delete lines 319 to 359, but I wouldn't recommend that since you'll have no way of knowing if the cannon is properly aimed.

Oh and I really don't see the point of a static version.

Edit:
You might have noticed that the target designator moves quite slowly, but you can make it move quicker by holding the fire key pressed(left mouse button usually).

Edit-2:
I just made a demonstration video, I hope you'll like it:


Tue Oct 25, 2011 8:38 pm
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Post Re: Transport Cannon [Modding contest entry: anything][Update 2]
Once the pod is made destructible and the laser less op, this mod immediately turns awesome.

I really like it, good idea, good execution, very fun mod to play with.


Thu Oct 27, 2011 12:59 am
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Post Re: Transport Cannon [Modding contest entry: anything][Update 2]
Why aren't the pods destructible anymore.

Also needs a scuttle function.


Thu Oct 27, 2011 2:15 am
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Post Re: Transport Cannon [Modding contest entry: anything][Update 2]
Hm nice job but i have to say that the physics are broken...
Whenever the pod flys through the air it drills right through everything down and out the bottom of the map.


Thu Oct 27, 2011 2:21 am
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Post Re: Transport Cannon [Modding contest entry: anything][Update 2]
Tankman101 wrote:
Whenever the pod flys through the air it drills right through everything down and out the bottom of the map.

That's because you drill can penetrate the skies! Or... Erm... Screw it.

BigBomb wrote:
Why aren't the pods destructible anymore.

Also needs a scuttle function.

This I agree. The pods are now destructible, but they still take way to much damage to destroy. And I think the lasers grow back after being shot off.

For a transport method, this is way too OP and takes away the fun. Rapid troop deployment all over the map with self-defense system is pretty darn sweet on its own. It doesn't have to have extreme firepower and armor too.

If the droppod can cover my troops for the first 20 seconds after landing, it's done its job.


Thu Oct 27, 2011 6:02 am
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Post Re: Transport Cannon [Modding contest entry: anything][Update 3]
Tankman101 wrote:
Whenever the pod flys through the air it drills right through everything down and out the bottom of the map.

Very wierd, I never had this problem, does anyone else have this problem? I'll look into it but can't promise anything since I can't even reproduce the bug.

BigBomb wrote:
Also needs a scuttle function.

This one is deactivated to prevent it from automatically scuttling in mid air, still in this new version you can destruct a pod by using the s key.

Update:

_The pod can be destroyed
_The pod's turret now has a limited charge, after it's depleted it cannot do anything until it recharged. (The initial and maximum charge is enough for 24 shots, one shot is recharged every two second and a half).
_Added a self destruct mecanism(press the 's' key).


Thu Oct 27, 2011 11:46 am
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Post Re: Transport Cannon [Modding contest entry: anything][Update 3]
Mehman wrote:
_Added a self destruct mecanism(press the 's' key).

That's what I'm talking about.

Also, I never had that issue where it digs straight down.
I would reinstall the mod.


Thu Oct 27, 2011 1:52 pm
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