View unanswered posts | View active topics It is currently Thu Mar 28, 2024 10:29 am



This topic is locked, you cannot edit posts or make further replies.  [ 114 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next
 The KloneKannon - Why don't this thing blow up? 
Author Message
User avatar

Joined: Sun Nov 16, 2008 6:04 am
Posts: 29
Reply with quote
Post Re: The KloneKannon
I came up with the idea of some rapid transportation system. Not teleport, but close to it. This your kannon here would be an entrance to it, and to make an exit you'll have to do roughly the same kannon, but with very long entrance pointed upwards (to catch everything that flies above it) and slowly pushing exit on the other side.

Maybe I'll try to do it myself, but what "modding" I do can't be considered good, because I lack patience and skills. :(


Sun Nov 16, 2008 6:23 am
Profile
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Reply with quote
Post Re: The KloneKannon
You mean something kinda like what's being discussed in this topic?
viewtopic.php?f=1&t=11034


Sun Nov 16, 2008 6:29 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: The KloneKannon
Exalion wrote:
This thing is absolutely brilliant, although I came out the wrong entry/exit point once. only sad part is how the enemy has to spoil your fun and shoot it.


The entry/exits swap every time you open/close the door/cannon. Bit of a hassle but it could be worse I guess.


Sun Nov 16, 2008 6:52 am
Profile YIM
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Reply with quote
Post Re: The KloneKannon
That's why I suggested making it a dropship.


Sun Nov 16, 2008 6:53 am
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: The KloneKannon
can those have multiple exits?

And it's Ok, the problem is minor and easily overcome.

My little brother managed to use this to exploit a glitch in Cortex Command, if you release an actor you don't select, you can't control it. And for some reason a dummy he sucked up (on the other team) became our team when released, I think it has something to do with the bunkermodule one's team set-up.

Either way, it's funny, but the glitches mean if your team mate fires your actor, neither of you can use the actor.


Sun Nov 16, 2008 7:40 am
Profile
User avatar

Joined: Fri Oct 10, 2008 12:39 pm
Posts: 111
Location: Finland, where else?
Reply with quote
Post Re: The KloneKannon
Looks great.. cant wait to launch some suicide-skeletons into my friends base.. bwwahahaha... you've got my DL


Sun Nov 16, 2008 12:10 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: The KloneKannon
Wow I didn't think people would like this so much, thanks for the feedback guys.

CandleJack wrote:
Actors sucked up by rockets get turned into that team. He should make it a dropship so it doesn't do this and also because things shoot out the wrong end sometimes.


Hmm... interesting, I might make a conversion chamber.

Exalion wrote:
This thing is absolutely brilliant, although I came out the wrong entry/exit point once.


This is one of the few bugs that happen with this.

Lambda wrote:
This a pretty cool idea actually. If you use any of the bomb packs (AAL for example.) you can make it look like you have a manually loaded cannon.


I was thinking of making a bomb pack for this, like 5-10 bombs.


Thanks again,
*Goes to work on the parachute*


Sun Nov 16, 2008 1:54 pm
Profile WWW
User avatar

Joined: Wed Oct 03, 2007 10:45 pm
Posts: 545
Location: Underground... >_> ... <_< ... lurking ...
Reply with quote
Post Re: The KloneKannon
AWESOME!!! Good idea this one :D


Sun Nov 16, 2008 5:11 pm
Profile

Joined: Mon Aug 13, 2007 6:36 pm
Posts: 161
Reply with quote
Post Re: The KloneKannon
I dare you to make one an MPAM can wield.


Sun Nov 16, 2008 10:35 pm
Profile
User avatar

Joined: Sun Nov 16, 2008 6:04 am
Posts: 29
Reply with quote
Post Re: The KloneKannon
CandleJack wrote:
You mean something kinda like what's being discussed in this topic?
viewtopic.php?f=1&t=11034


Nope. Not one device with split-up image, but two devices: one for shooting, and one for catching and releasing.


Mon Nov 17, 2008 5:51 am
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: The KloneKannon
RaggedDruid wrote:
I dare you to make one an MPAM can wield.


Sadly, that's incredibly difficult, if not impossible, to code.

Make a dropship version, rockets are annoying. too buggy. one entrance is fine, just make it muzzle-loaded.


Mon Nov 17, 2008 7:42 am
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: The KloneKannon
Exalion wrote:
Make a dropship version, rockets are annoying. too buggy. one entrance is fine, just make it muzzle-loaded.

I'll convert it in the future, but with two exits. (One is boring...)


I failed spriting the parachute (I'll retry it later this week) so for now I'm working on a bomb pack.
Ideas anyone? (I've got a heavy ball, a cluster bomb, a bomb that shoots fire and a black hole generator)


Mon Nov 17, 2008 2:06 pm
Profile WWW

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: The KloneKannon
lol this sounds like me doing the bomb pack back then. Fun times.

But that was more of experimental stuff, so I'd suggest you think and design what would really be useful to use and how to avoid making anything useless/unfun.

I could suggest an anti-air bomb swarm device. You load it inside the cannon and then when it gibs on impact or after a delay, it releases lots of small volatile balloon bombs that rise slowly and float to space, taking out any crafts and other objects in the airspace. And those small balloon bombs are really widely spread so it almost looks like a floating minefield that clears the way upwards.


Mon Nov 17, 2008 2:20 pm
Profile

Joined: Thu May 08, 2008 8:12 am
Posts: 61
Location: sweden
Reply with quote
Post Re: The KloneKannon
i have figured out a solution for the "two exits" problem.
place the kannon and then cover the opening you dont want to use,
like this:
Attachment:
cannon.bmp


it works perfectly.....


Mon Nov 17, 2008 3:08 pm
Profile
User avatar

Joined: Sun Dec 30, 2007 7:55 am
Posts: 165
Reply with quote
Post Re: The KloneKannon
it's fun to line these up and let enemies fall into them, then shoot them out in grasslands.


Mon Nov 17, 2008 5:17 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 114 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.354s | 15 Queries | GZIP : Off ]