Search found 13 matches
- Wed Aug 25, 2010 1:16 pm
- Forum: Shipmaker Info and Help II
- Topic: Pop-Up Weapons
- Replies: 8
- Views: 3651
Re: Pop-Up Weapons
That doesn't really help me out but thanks. Your missile continuously fires so there's no possibility of the bay door closing between reloads. The bay doors need to open, the rocket needs to extend, and it's volley needs to be fired. The rocket then recedes, and the bay door closes while the rocket ...
- Wed Aug 25, 2010 10:39 am
- Forum: Shipmaker Info and Help II
- Topic: Pop-Up Weapons
- Replies: 8
- Views: 3651
Re: Pop-Up Weapons
I had initially intended for 2 of these weapons to fire simultaniously, so I would have to link them eventually. I can't wrap my head around how to impliment what squishy said. Can I get a rundown of what I need to set? This is my first attempt with triggers ever and it took me all day just to do wh...
- Wed Aug 25, 2010 10:22 am
- Forum: Shipmaker Info and Help II
- Topic: Pop-Up Weapons
- Replies: 8
- Views: 3651
Re: Pop-Up Weapons
Alright...no clue how I'm supposed to delay the bay door.
- Wed Aug 25, 2010 9:40 am
- Forum: Shipmaker Info and Help II
- Topic: Pop-Up Weapons
- Replies: 8
- Views: 3651
Pop-Up Weapons
I'm having difficulty with my weapons systems. I have a Joint that rotates a Bay Door , and a Mount for the HVRocket that moves the rocket into firing position. I've set the rocket to fire in short 3 clip volleys. The Bay door is inert and simply parented to the Joint for movement while the HVRocket...
- Sat Aug 21, 2010 5:43 pm
- Forum: Custom Content & Sprites
- Topic: HorseMonster_DetailedWeapons
- Replies: 57
- Views: 89988
Re: HorseMonster_DetailedWeapons
The point defense (16?) gun does not rotate correctly. How can I go about making my own weapon sprites? Is there anything I need to know? How do you set it so the game knows where to rotate the gun? Tried doing a search but I keep hitting this thread, and tons of roleplaying malarky. Edit: These are...
- Sat Aug 21, 2010 5:30 pm
- Forum: General Discussion
- Topic: Sabot Cannon Bug
- Replies: 8
- Views: 4254
Re: Sabot Cannon Bug
@Icy, I did not edit the speed. I realize that there are 40 other weaons, but I was modding an impact laser for surface explosions (enemy weapon clearing) and noticed the issue when the ship blew apart but the core remained. I left to go get a snack and came back to find the thing still alive after ...
- Fri Aug 20, 2010 4:27 am
- Forum: General Discussion
- Topic: Sabot Cannon Bug
- Replies: 8
- Views: 4254
Re: Sabot Cannon Bug
Updated to 90d. The problem still persists, base sabot damage does not affect the core. Goes right through it.
- Fri Aug 20, 2010 3:59 am
- Forum: General Discussion
- Topic: Sabot Cannon Bug
- Replies: 8
- Views: 4254
Re: Sabot Cannon Bug
Oh no...
Are my ships going to need to be remade again?
Are my ships going to need to be remade again?
- Wed Aug 18, 2010 5:18 am
- Forum: General Discussion
- Topic: Sabot Cannon Bug
- Replies: 8
- Views: 4254
Sabot Cannon Bug
The Sabot Cannon only does damage to the core part with its explosion, the actual round does nothing to it. I've tested this by editing base damage, damage per hit, explosive damage, and explosion radius with some careful aiming. Setting the base damage to 100, damage per hit to 100, and the explosi...
- Sat Dec 27, 2008 4:05 pm
- Forum: Ship Archive
- Topic: Otan Empire - The Golden Warship [Lurker's first post.]
- Replies: 12
- Views: 16736
Maybe you can use one or two modded impeders on the Eegoth. Though it breaks the back story. Actually it wouldn't. It's story is a gravity bending warship. The number of generators it uses isn't exactly the important quality of the ship. I would just mod two Impeders to do all the work (or even jus...
- Sat Dec 27, 2008 3:17 pm
- Forum: Ship Archive
- Topic: Otan Empire - The Golden Warship [Lurker's first post.]
- Replies: 12
- Views: 16736
Eegoth started out with me just messing with ship builder. Im surprised no one's attacked it on the multiple-same-part-useage front. I wanted to see if multiple impeders could halt a bullet entirely...found out it could. From there I wanted to make a battleship that pulled in other ships and slowly ...
- Thu Dec 25, 2008 12:50 pm
- Forum: Ship Archive
- Topic: Otan Empire - The Golden Warship [Lurker's first post.]
- Replies: 12
- Views: 16736
Thanks for the move, this was more a backstory thread so I thought it should have gone in the other place. Whatever works. The floating sections are there because I felt it made it seem more alien. Weird floaty anti-grav, I don't really know. No other ship in the Otan fleet has floating sections. It...
- Wed Dec 24, 2008 8:43 pm
- Forum: Ship Archive
- Topic: Otan Empire - The Golden Warship [Lurker's first post.]
- Replies: 12
- Views: 16736
Otan Empire - The Golden Warship [Lurker's first post.]
Been making a bunch of ships on my own for a while, totally disconnect from the community. I don't know how to do any of the fancy special effects yet. Here's the first ship I've made I felt was worthy enough for some kind of submission to the forums. It's an Aegis brick with two heavily modified ta...