Natch's custom weapon request/help topic!

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TormakSaber
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Post by TormakSaber »

I think Himura replied in the wrong topic. =P
Himura.Kenshin wrote:Hahhaha

Just something to test you on ^.^

You got it pretty much right with the first one, I guess =P

How about...

One I've always wanted:

1) With the Missile, make it so that the sprite doesn't move, but can still fire at any ship within range (by using the missile's homing device). I.e.

Pod isn't facing in direction of enemy. Pod fires head on in direction that it is facing. Missile zooms towards target.

2) With the Pulsar, same effect that it has now except the bullets should be released in the direction opposite of the opponent before flying towards it.
Natch
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Post by Natch »

Psst, Hiruma, you made your last post in the wrong topic. I saw it anyways.

Your Missile Pods: http://www.wyrdysm.com/battleshipsforev ... e_Pods.sb2

They are to exact specifications. Exact. One note though; You have to right click each time for them to fire. Outside of that, they're perfect.

Your Pulsars: http://www.wyrdysm.com/battleshipsforev ... ulsars.sb2

http://www.wyrdysm.com/battleshipsforev ... sion_2.sb2

I was unable to get them to fire behind completely. When they did, they only succeeded in launching behind as well. I had to up deviation so they went out in all directions, including backwards. However, all launch toward.

The one first one has the Pulsar sprites themselves facing the enenmy, and the second has them permanantly fixed behind the ship. However, the 2nd one also requires you right-click each time to fire.

To clarify, both Pulsars fire out in all directions, so which one you choose is up to preference.



ADVERTISING: Check out my custom ships topic. I have just released a ship with a Sound-Based weapon. It does damage slowly, but it can't be seen. Only heard.
Himura.Kenshin
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Post by Himura.Kenshin »

Hahahah thanks ^.^

I had done the missile one to somewhat effect, but it doesn't work with the AI, so I dismissed it. Thank though!
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Sran
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Post by Sran »

Yea I was like...

I haven't tested out your missile pods, but can they fire offbore for a double broadside?
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Post by Natch »

One missile pod alone can't do that, but 2 facing back-to-back could.
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Post by Himura.Kenshin »

I'd love to know if there are any more anomalies regarded negative weapon or module ranges?
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Anarki
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Post by Anarki »

Have you checked out the negative range beamer yet?
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Post by Natch »

I did. They make a small weld-flame shaped beam(as in, it get's "faded" at the tip) that goes out about...15-30 pixels. It does no damage though.

And as I heard from th15, a negative range results in the projectile not being destoryed until it's intercepted. As in, infinite range.
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Post by th15 »

I don't know if I put in code to prevent it, but a beamer with negative range should crash the game with an infinite loop.
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Post by Anarki »

Nope. I didn't get any crash.

Maybe it just creates a memory leak?
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Post by Natch »

Well, the beam does nothing. It's just a pretty light.
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Post by Himura.Kenshin »

=O

Engine exhausts! =P
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