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 The KloneKannon - Why don't this thing blow up? 
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: The KloneKannon - Now with 65% more flippyness
Check in the Bunker Systems menu during build mode before skirmish. It should be there, but if it isn't then create a new folder elsewhere with the same name as the folder and Ctrl+X all of the files from the old folder into the new one. Delete the old folder and try the new folder. If it's an extraction issu then that should fix it. If neither helps then try extracting again, if that doesn't work then try downloading again.


Wed Apr 15, 2009 3:23 am
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Post Re: The KloneKannon - Now with 65% more flippyness
K thx . :grin:


Wed Apr 15, 2009 9:25 am
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Location: In heaven, everything is fine.
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Post Re: The KloneKannon - Now with 65% more flippyness
Just curious, does anyone really hit anything with the cannon? Or do we all just play it for humor purposes?


Wed Apr 15, 2009 11:32 am
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Post Re: The KloneKannon - Now with 65% more flippyness
The Decaying Soldat wrote:
Just curious, does anyone really hit anything with the cannon? Or do we all just play it for humor purposes?


Humour.. honestly it's pretty bad it terms of hitting anything, plus sometimes I put something in it, and it spits it out the wrong way and it blows itself up. It doesn't have enough HP considering you can only build it in the beginning of the game. :-(


Wed Apr 15, 2009 1:16 pm
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Post Re: The KloneKannon - Now with 65% more flippyness
you should have to utilize serious firepower to be able to kill it. or just make it orderable.


Wed Apr 15, 2009 1:20 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
Done.
Also, if possible, expect to see a hand held Kannon in the next build. Maybe a few more bombs too.


Wed Apr 15, 2009 4:22 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
Roon3 wrote:
Done.
Also, if possible, expect to see a hand held Kannon in the next build. Maybe a few more bombs too.


Hand-held? How do you hold a craft in your hands? Is that even possible to attach craft on an actor?


Wed Apr 15, 2009 4:29 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
Code:
AddInventory =  ACRocket
[Tab]CopyOf = <BOB>

Try it... It works. But what I want to do is have the cannon shoot when pressing the "Fire" button.


(It also works with "Actor," "AHuman" and I'm guessing it'd work with "AEmitter," and all the MOS stuff)


Wed Apr 15, 2009 4:31 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
Oh... my... frikin'... GOD!!!
You mean... I could just walk over the map, shooting Oppressors!!
Awesome!!


Fri Apr 17, 2009 12:56 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
Yep, but only in B23

But until then I've got another project to work on:
Image

Prepare to be dragged to your DOOM!
Coming soon to a Mod Releases forum near you!

Note: No personell were harmed during the creation of this post...


Fri Apr 17, 2009 2:37 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: The KloneKannon - Why don't this thig blow up?
interesting man! Maybe put some kind of spikes... spikes are always good. Moreso when they're impaled on your enemies!


Fri Apr 17, 2009 3:55 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
The future os base defences, yesterday!


Fri Apr 17, 2009 5:55 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
perhaps in B23, we could have aiming...


Fri Apr 17, 2009 6:50 pm
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Post Re: The KloneKannon - Why don't this thig blow up?
Just to say, theres a typo in the topic title.

"thig"?


Fri Apr 17, 2009 7:31 pm
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Post Re: The KloneKannon - Why don't this thing blow up?
Oops, thanks Numgun.


Fri Apr 17, 2009 8:31 pm
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