Search found 31 matches

by Mak0
Fri Mar 20, 2009 1:09 pm
Forum: Shipmaker Info and Help II
Topic: driver problems
Replies: 4
Views: 1228

use beamers to drive a platform, put weapon on the platform. beamers return to original position iirc
by Mak0
Sun Mar 15, 2009 7:19 pm
Forum: Shipmaker Info and Help II
Topic: Mako's guide to triggers
Replies: 21
Views: 29644

For a railgun the reload time is 120 frames. Go back to the pivots' ED2 menu and set CCW Rot frames to 5, and CW Rot frames to 95. When the weapon is fired, this results in the bow arm quickly drawing back, then slowly returning to the original position before standing still for 20 frames till the ...
by Mak0
Sat Mar 07, 2009 8:07 am
Forum: Shipmaker Info and Help II
Topic: Need some on triggers
Replies: 5
Views: 1061

Y harlo thar 1. If it keeps moving back and forth then you havent set the trigger off actions. You should have movement reach target/origin (self). This means that they'll stop constantly moving. 2. An alternate to Arcalanes sugestion of link delay (although doesn't work alot of the time :lol:) is t...
by Mak0
Thu Feb 26, 2009 4:09 pm
Forum: Shipmaker Info and Help II
Topic: How to add depth to weapons
Replies: 7
Views: 1701

Mirroring and group copying does indeed mess up not only depthing but triggers and drivers, so yes, you are going to have to build each side manually :cry:. A big tip if you're not already doing it is highlighting over pieces and presing 'h' to hide that piece, and using 'Shift+U' to unhide hidden p...
by Mak0
Tue Feb 24, 2009 6:11 am
Forum: Ship Archive
Topic: Mako's trigger fleet
Replies: 21
Views: 2426

@Shadow: I think it looks good like a starcraft SCV :) @Hiant: cheers, hope to see some good triggerwork out of ya :wink: @VNilla: The Hiesta looking types are snipers, the front hatch opens when an enemy is close. And the fighter types are, well, fighters with machine guns that slide forward from t...
by Mak0
Mon Feb 23, 2009 11:37 am
Forum: Ship Archive
Topic: Mako's trigger fleet
Replies: 21
Views: 2426

Added two mobile suits since my last post, and a group photo to boot.

Image
by Mak0
Mon Feb 23, 2009 5:53 am
Forum: General Discussion
Topic: need help please
Replies: 3
Views: 1579

just zip up the sb4 then you can upload it
by Mak0
Sat Feb 21, 2009 3:57 pm
Forum: Shipmaker Info and Help II
Topic: A Small Request...
Replies: 6
Views: 1424

Maok's guide to triggers

If you've read it, all i can say is that it doesn't get any easier than that, and having pictures and me saying "left-click/rightclick" it probably won't ever. Besides, all good editors have a learning curve :mrgreen:
by Mak0
Fri Feb 20, 2009 5:04 am
Forum: Ship Archive
Topic: Hello once more, this time with a turret... If you remember
Replies: 21
Views: 2289

Looking at the colour of your trigger lines, it seems you've set up each part's trigger 1 & 2 to only one thing in the center. Didnt put it in my guide, but should mention that once you reopen a file, anything thats been double triggered has a habit of cutting one of the triggers off. I'd sugges...
by Mak0
Thu Feb 19, 2009 3:43 pm
Forum: Ship Archive
Topic: Hello once more, this time with a turret... If you remember
Replies: 21
Views: 2289

@Slayer: Seeing someone that looks new to triggers starting off with a turret i find impressive in that they were able to pick it up reasonably quickly. On the other hand, something like EriErins Nanz battlestation :o would be impressive on the grounds of skill and dedication. @Fusion: I gotta agree...
by Mak0
Thu Feb 19, 2009 3:38 pm
Forum: Ship Archive
Topic: Ti's ships - Hephaestus Airship & Fighter
Replies: 15
Views: 3439

Liking it so far. Reminds me of some of the final fantasy airships, and some of the studio ghibli airship designs.

Screenie would look better with a sun in the background
by Mak0
Thu Feb 19, 2009 8:15 am
Forum: Ship Archive
Topic: Hello once more, this time with a turret... If you remember
Replies: 21
Views: 2289

Very fruity colour-scheme ya have there fusion :) I have to say, i'm thoroughly impressed with your turret, (functions very well), but it wasnt really clear in your post that the large central block was the rotating turret. What really impressed me was the way you used the weapon (forgot it's name) ...
by Mak0
Thu Feb 19, 2009 7:29 am
Forum: Ship Archive
Topic: The Grundam Private Contractor Opens
Replies: 6
Views: 2277

Very nice ship, could use a bit more color variation imo, and a bit too much use of that trianglular part but overall a nice design :mrgreen:

Being a big fan of triggers,i really wanna see what your ship can do real-time (bit obscure in the pics). Send me a pm if you wanna know how to make gif's
by Mak0
Wed Feb 18, 2009 1:46 pm
Forum: Shipmaker Info and Help II
Topic: Mako's guide to triggers
Replies: 21
Views: 29644

@Blue: Done! thx for the advice @Paramecium: Yes, i know real bows work the other way ;) hence my stating bow shaped..thing If it were more accurate to a real bow you just need to turn the CW rot frames to something low so the bow draws and snaps back as soon as it fires. But for a tute on rotation ...
by Mak0
Wed Feb 18, 2009 11:42 am
Forum: Ship Archive
Topic: Mako's trigger fleet
Replies: 21
Views: 2426

Cheers guys :)

@Purturabo: found it floatin on the internets a while back and decided to download it since i was playing ZOE at the time :D