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 Auto Disarming System (Base Defence) 
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Auto Disarming System (Base Defence)
Emplacement doesn't have health because Blipflip had to make it a neutral actor. Neutral actors don't have visible health. Only way to have AI shoot it is to have it be a neutral actor.

Thus no health for you.


Fri Apr 18, 2008 5:50 am
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Post Re: Auto Disarming System (Base Defence)
Hmm.... *debates on the kind of respons he should give...*

Oh yay, look, a wound that emits stuff.
And oh hey, a community who doesn't even think of that.

Nice excecution, simple premise, good sprites.
6.5/10. Perhaps more features?

The rest of you, get to making mods. unique ones.

Also, I might be getting back into modding. WITH A PROFESIONAL SPRITER.


Fri Apr 18, 2008 8:59 am
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Post Re: Auto Disarming System (Base Defence)
This is a great idea!
I think I might download it.


...
Maybe...


Fri Apr 18, 2008 9:38 am
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Post Re: Auto Disarming System (Base Defence)
its just like the fighting rocket mod but in better use in my opinion

very useful good job (^_^)b


Fri Apr 18, 2008 11:50 am
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Post Re: Auto Disarming System (Base Defence)
Inefective against Crobos, but it can strip a DarKlone's weapon perfectly.
Nice against Kloveskans too.


Fri Apr 18, 2008 12:29 pm
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Post Re: Auto Disarming System (Base Defence)
Glad you guys like it.

And thanatos, this isn't one of my major mods, this is a mod I made in three hours. Sweet and simple.

Also, I made a shield similar to this ages ago. If you guys want it I'll post it.


Fri Apr 18, 2008 6:17 pm
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Post Re: Auto Disarming System (Base Defence)
KICKASS POST IT PLEASE!!!

And I do mean that... Post it =3


Fri Apr 18, 2008 11:15 pm
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Post Re: Auto Disarming System (Base Defence)
Word to the wise: do NOT put these things near each other; "OH SHI-" ensues.

Image


Sat Apr 19, 2008 3:26 am
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Post Re: Auto Disarming System (Base Defence)
We could manipulate that into a hell of a mod...

Anyone want to give turning THIS little glitch into a mod?


Sat Apr 19, 2008 6:14 am
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Post Re: Auto Disarming System (Base Defence)
Thanatos wrote:
Hmm.... *debates on the kind of respons he should give...*

Oh yay, look, a wound that emits stuff.
And oh hey, a community who doesn't even think of that.

Nice excecution, simple premise, good sprites.
6.5/10. Perhaps more features?

The rest of you, get to making mods. unique ones.

Also, I might be getting back into modding. WITH A PROFESIONAL SPRITER.


yes yes, we know the concept is simple, but lets face it, nobosy has done this before.
so please, shush, you're feedback is not appreciated when it involves attempting to start a fight.
and we don't care if you're going to start modding again.

MORE ONTOPIC:
ooh, this is very clever. what kind of range can it disable at, and what kind of angle (ie, can you shoot it from above and still be disarmed?)

nice thinking, Downloaded, I will use this:
strategy - disarm AI units with this, then have a cheap soldier deeper in the bunker to pick off the now-defenseless AI.


Sat Apr 19, 2008 8:49 am
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Post Re: Auto Disarming System (Base Defence)
The Cling Clang wrote:
GIF snipped- electro

Damn that's awesome.
I don't usually need base defenses that strip weapons (read: I control my clones and kill them before they make it to my base) but I think I might download it because of that.
Venn: Glitch has to have multiple actors to work due to how it's made.
Therefore it can't really be made into its own mod..


Sat Apr 19, 2008 3:52 pm
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Post Re: Auto Disarming System (Base Defence)
Is it possible this can shoot a TDE explosive back at the foe that sends out a shockwave JUST strong enough to knock the weapon out of their hands?


Sat Apr 19, 2008 4:28 pm
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Post Re: Auto Disarming System (Base Defence)
Actually, it has been down before. Way back in the days. Yes, I got it's simple, I stated that. That doesn't make it any less fun.

And when was I ever trying to start a fight? I gave criticism, I mentioned it was simple, and I noted something offtopic. I don't see anyone else harassing you for mentioning something off topic.

Stop being so sensitive. Not everyone on the forums is like Daman and tries to start a fight with every sentance.

Any other issues you have with me, pm me. Other than that, back on topic.

-ontopic so this post doesn't get deleted-
You could try adding this to a shield. Also, maybe change the particles it emits into something more... unique? Maybe an icetrap kinda thing like numgun made? Something that hasn't been used to often.

---Edit: Modderators, stop ♥♥♥♥ with my posts if it serves no purpose.---


Last edited by Thanatos on Sat Apr 19, 2008 5:07 pm, edited 3 times in total.



Sat Apr 19, 2008 4:50 pm
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Post Re: Auto Disarming System (Base Defence)
Ah yes, chain reactions with this thing can DECIMATE. If a unit is in directly in between two of these and fires at one of them, they set eachother off, creating a massive beam of energy and awesomeness which liquidates the actor, destroys both posts and is surprisingly contained.


Nothing survives.

I was planning to use this effect to make a nuclear reactor. I don't have time, but I'll explain the principle. Similarly to here, each post (or in this case, fuel rod) will release 2 pixels and a lot of gold when shot. The gold will be collected by a wierd pinned actor below. The trick is to contain the reaction using carbon rods or in this case, indestructable doors to absorb the excess neutrons to prevent a massive explosion. Obviously for the purposes of not being incredibly annoying for the whole game lowering all the doors will stop the reaction completely, and there would be a delay between being hit and releasing the pixels. The weird pinned actor for collecting the gold could restart the reaction with a gun that shoots one of the pixels.

This is quite similar to how a real reactor works.


Sat Apr 19, 2008 5:00 pm
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Post Re: Auto Disarming System (Base Defence)
blipflip wrote:
Ah yes, chain reactions with this thing can DECIMATE. If a unit is in directly in between two of these and fires at one of them, they set eachother off, creating a massive beam of energy and awesomeness which liquidates the actor, destroys both posts and is surprisingly contained.


Nothing survives.

I was planning to use this effect to make a nuclear reactor. I don't have time, but I'll explain the principle. Similarly to here, each post (or in this case, fuel rod) will release 2 pixels and a lot of gold when shot. The gold will be collected by a wierd pinned actor below. The trick is to contain the reaction using carbon rods or in this case, indestructable doors to absorb the excess neutrons to prevent a massive explosion. Obviously for the purposes of not being incredibly annoying for the whole game lowering all the doors will stop the reaction completely, and there would be a delay between being hit and releasing the pixels. The weird pinned actor for collecting the gold could restart the reaction with a gun that shoots one of the pixels.

This is quite similar to how a real reactor works.


That is very clever. I hope someone gets to work on that. I might even try doing it later if no one else does.


Sat Apr 19, 2008 5:03 pm
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