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's custom weapon request/help topic!
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I think Himura replied in the wrong topic. =P
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.
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.
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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!
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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I'd love to know if there are any more anomalies regarded negative weapon or module ranges?
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