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The KloneKannon - Why don't this thing blow up? http://forums.datarealms.com/viewtopic.php?f=83&t=12686 |
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Author: | CandleJack [ Sat Nov 15, 2008 7:28 pm ] |
Post subject: | Re: The KloneKannon |
Rockets release things out the opposite side they go in. |
Author: | striker121 [ Sat Nov 15, 2008 7:32 pm ] |
Post subject: | Re: The KloneKannon |
Wait, so then can the two doors have different opening animations? Then an elevator should pretty easy to make. |
Author: | CandleJack [ Sat Nov 15, 2008 7:33 pm ] |
Post subject: | Re: The KloneKannon |
You still have to manually open and close it. |
Author: | striker121 [ Sat Nov 15, 2008 7:48 pm ] |
Post subject: | Re: The KloneKannon |
Which isn't bad considering it would switch to the elevator/craft when the actor got in. |
Author: | The Fat Sand Rat [ Sat Nov 15, 2008 9:03 pm ] |
Post subject: | Re: The KloneKannon |
This is pretty epic. For other fun with crafts (a little offtopic, but Roon3, you might well be able to make these-) Grinder- pin a rocket with two emitters (not thrusters, always-on) that shoot sharp particles down with a short lifetime. Give it a long pull area, pin it to the top of a shaft, and laugh as helpless enemies are pulled up into it's gaping maw. Elevator- pin a rocket with a long pull area at the top of a shaft. Have a door on the right (or left) of the rocket. once the actor is in, close and then open the doors. Actor is ejected into the upper area. And numgun- make that linear catapult, please. |
Author: | CandleJack [ Sat Nov 15, 2008 9:30 pm ] |
Post subject: | Re: The KloneKannon |
I think you should get rid of the loading end and just make it load and fire from the same end. Also, convert it to a dropship, so it doesn't convert enemies. Also, an elevator would convert enemies to allies. |
Author: | grenade [ Sat Nov 15, 2008 9:33 pm ] |
Post subject: | Re: The KloneKannon |
Its your first mod ? Its pretty awesome (even if it wouldnt be first mod) . I like it DL'ed. |
Author: | Geti [ Sat Nov 15, 2008 9:51 pm ] |
Post subject: | Re: The KloneKannon |
yay, good job roon, been wondering what youve been actually working on great concept. |
Author: | Ork-Gothic [ Sat Nov 15, 2008 10:03 pm ] |
Post subject: | Re: The KloneKannon |
not bad, good work |
Author: | striker121 [ Sat Nov 15, 2008 10:05 pm ] |
Post subject: | Re: The KloneKannon |
^^ Holy ♥♥♥♥ its green. Anyway..., whats this about converting into allies? |
Author: | CandleJack [ Sat Nov 15, 2008 10:10 pm ] |
Post subject: | Re: The KloneKannon |
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. |
Author: | casey [ Sun Nov 16, 2008 3:19 am ] |
Post subject: | Re: The KloneKannon |
checked, doesn't work new idea, what if the kannon hovered & rotated (give it negative weight and weak thrusters, keep it a rocket) |
Author: | Ultric [ Sun Nov 16, 2008 5:35 am ] |
Post subject: | Re: The KloneKannon |
Halp. It doesn't show up. Not under bunker bits or anything else. |
Author: | Exalion [ Sun Nov 16, 2008 5:58 am ] |
Post subject: | Re: The KloneKannon |
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. |
Author: | Geti [ Sun Nov 16, 2008 6:09 am ] |
Post subject: | Re: The KloneKannon |
>:O I KNOW DEFENSIVE MEASURES NEEDED! DEFEND YOUR CANNON! new gamemode? |
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