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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

i wonder if you could hook the entrance to a dropship thruster. Then you'd only have to make one cannon that you could aim with left & right
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? :P

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