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

Posted: 13 Dec 2010, 23:56
by Jazcash
Make a flea cannon that shoots flea cannons that shoot flea cannons that shoot flea cannons that shoot peewees.

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

Posted: 14 Dec 2010, 00:39
by smoke_th
And you make something useful. >D

Re: Behold! Most badass gun you ever saw!

Posted: 14 Dec 2010, 01:34
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?

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

Posted: 14 Dec 2010, 01:46
by smoth
com cannon thing made me laugh btw but still don't quite get where you are going with this.

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

Posted: 14 Dec 2010, 03:05
by Wombat
i like texture on the second building, brownish one, is it OTA ?

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

Posted: 14 Dec 2010, 03:11
by smoke_th
Yeah

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

Posted: 14 Dec 2010, 04:42
by smoke_th

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

Posted: 14 Dec 2010, 07:14
by KDR_11k
Fibre has a turret that shoots turrets!

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

Posted: 14 Dec 2010, 07:32
by bobthedinosaur
do the turrets being shot shoot?

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

Posted: 14 Dec 2010, 07:45
by Wombat
in soviet russia turret... or nvm

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

Posted: 14 Dec 2010, 07:56
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?

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

Posted: 14 Dec 2010, 08:14
by Guessmyname
If it shot units that were actually units (ie they could fire whilst in flight) that would be +100000 badass

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

Posted: 14 Dec 2010, 08:58
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.

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

Posted: 14 Dec 2010, 11:38
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.

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

Posted: 14 Dec 2010, 11:43
by Wombat
orbitalvanguard :o

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

Posted: 14 Dec 2010, 14:38
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

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

Posted: 14 Dec 2010, 16:21
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...

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

Posted: 14 Dec 2010, 16:25
by Pxtl
Couldn't you just use UnitPreDamage to zero out any ground-impact damage?

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

Posted: 14 Dec 2010, 16:59
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!

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

Posted: 14 Dec 2010, 17:31
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.