Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED! - Page 2

Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Behold! 2 Most badass guns you ever saw! UPDATE-COMM CANNON

Post by Jazcash »

Make a flea cannon that shoots flea cannons that shoot flea cannons that shoot flea cannons that shoot peewees.
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smoke_th
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Joined: 25 May 2010, 13:15

Re: Behold! 2 Most badass guns you ever saw! UPDATE-COMM CANNON

Post by smoke_th »

And you make something useful. >D
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smoke_th
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Re: Behold! Most badass gun you ever saw!

Post by smoke_th »

CarRepairer wrote:
Licho wrote:
oksnoop2 wrote:Can you control the peewee's once they land?
Yes it actually fired boxes which turned into peewees on landing.

CA also had flea bomber about 2 years ago. There is some gadget around.
That is now used by the Blimpy (fat flying chicken that drops dodos which start running around when they hit the ground).
What else i must copy except
unit_explosion_spawner.lua into gadgets and
explosion_spawn_defs.lua into config?
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smoth
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Re: Behold! 2 Most badass guns you ever saw! UPDATE-COMM CANNON

Post by smoth »

com cannon thing made me laugh btw but still don't quite get where you are going with this.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Behold! 2 Most badass guns you ever saw! UPDATE-COMM CANNON

Post by Wombat »

i like texture on the second building, brownish one, is it OTA ?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by KDR_11k »

Fibre has a turret that shoots turrets!
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by bobthedinosaur »

do the turrets being shot shoot?
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Wombat
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by Wombat »

in soviet russia turret... or nvm
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smoke_th
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by smoke_th »

Wombat wrote:in soviet russia turret... or nvm
XD

Well i can do it. Launching some missle which create turret on impact...but what the purpose?
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by Guessmyname »

If it shot units that were actually units (ie they could fire whilst in flight) that would be +100000 badass
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smoke_th
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by smoke_th »

Guessmyname wrote:If it shot units that were actually units (ie they could fire whilst in flight) that would be +100000 badass
Tell it to developers of spring. There is no such callout to remove projectile from air and replace it with unit giving it its vector, angle and speed.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by zwzsg »

Where would be your merit if the dev had already coded a command that does everything?

But you can still shoot live units. Use AddImpulse. The two aiming angles could be gotten just from the turret script.

Having the unit created on impact is a vast improvment over having a shot using an unit model, but it's not yet as good as having the unit alive in the air.
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Wombat
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by Wombat »

orbitalvanguard :o
Google_Frog
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by Google_Frog »

Guessmyname wrote:If it shot units that were actually units (ie they could fire whilst in flight) that would be +100000 badass
Image
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smoke_th
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by smoke_th »

zwzsg wrote:Where would be your merit if the dev had already coded a command that does everything?

But you can still shoot live units. Use AddImpulse. The two aiming angles could be gotten just from the turret script.

Having the unit created on impact is a vast improvment over having a shot using an unit model, but it's not yet as good as having the unit alive in the air.
But will unit surrive such impact after launch? I don't think so...
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Pxtl
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by Pxtl »

Couldn't you just use UnitPreDamage to zero out any ground-impact damage?
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zwzsg
Kernel Panic Co-Developer
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Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by zwzsg »

smoke_th wrote:But will unit surrive such impact after launch?
No.
Pxtl wrote:Couldn't you just use UnitPreDamage to zero out any ground-impact damage?
Yes!
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Behold! 2 Most badass guns you ever saw! FLEA GUN FINISHED!

Post by bobthedinosaur »

for a unit launcher just use a unit model for the projectile, and spawn the real unit on impact. that way you can keep impact damage.
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