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PostPosted: Fri Feb 13, 2009 2:19 pm 
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Is it possible, by using the ship spawner, to create a kamikaze-shooting weapon..? :D

I'm going to check it right when I get back home from work, but I'm just asking, to know weather the kamikaze AI is working for spawned ships

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PostPosted: Sat Feb 14, 2009 2:00 am 
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What is the Kamikaze AI supposed to do specifically? Does it just make the ship fly at things haphazardly, go past, turn around, and do it again? Or does it actually make it so the ship smashes into other ships?

I'd try it out myself, but from what I understand from a while back, it doesn't really work.

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PostPosted: Sat Feb 14, 2009 2:25 am 
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Last I checked (v0.9a), it was horribly bugged, but only in that it created mass amounts of ignorable errors, but still worked properly. What it does is makes the ship run straight towards its target, and explodes once it reaches a certain distance from the target (probably based on the ship selection circles), flinging all its sections at the enemy for a fair bit of damage.

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PostPosted: Sat Feb 14, 2009 6:55 am 
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Suddently I came to an idea to name the AI kamikaze shooter Rock-It-Launcher :lol:

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PostPosted: Sat Feb 14, 2009 11:28 am 
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Malahite wrote:
Suddently I came to an idea to name the AI kamikaze shooter Rock-It-Launcher :lol:

Fallout 3 called: it wants its weapon schematics back.

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PostPosted: Sat Feb 14, 2009 2:22 pm 
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Darlos9D wrote:
Malahite wrote:
Suddently I came to an idea to name the AI kamikaze shooter Rock-It-Launcher :lol:

Fallout 3 called: it wants its weapon schematics back.


Do this instead:

Make a rocket launcher that fires rocket launchers that fires rockets the size of small buses (with rocket launchers on them).

</EVE>


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PostPosted: Sun Feb 15, 2009 12:31 am 
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Draco18s wrote:
Darlos9D wrote:
Malahite wrote:
Suddently I came to an idea to name the AI kamikaze shooter Rock-It-Launcher :lol:

Fallout 3 called: it wants its weapon schematics back.


Do this instead:

Make a rocket launcher that fires rocket launchers that fires rockets the size of small buses (with rocket launchers on them).

</EVE>

I feel like I'm back in the cortex command forums...

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PostPosted: Sun Feb 15, 2009 2:11 am 
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Draco18s wrote:
Darlos9D wrote:
Malahite wrote:
Suddently I came to an idea to name the AI kamikaze shooter Rock-It-Launcher :lol:

Fallout 3 called: it wants its weapon schematics back.


Do this instead:

Make a rocket launcher that fires rocket launchers that fires rockets the size of small buses (with rocket launchers on them).

</EVE>


Isn't this actually doable, by making a .gif do this and set it as a projectile?

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PostPosted: Sun Feb 15, 2009 3:14 am 
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Well, you'd actually use a ship spawner to spawn large ships which spawn small ships which have Bus Launchers (missile launchers with bus graphic).

It's not hard, thus far less amusing than in EVE


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PostPosted: Sun Feb 15, 2009 5:22 am 
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Hmm... would be nice to have a wepon that could 'syphon' flying asteroids and debries, and then shoot them all when needed.

Like the Russian Magnetic Sateliate and Orbital Drop in Red Alert 3 8)

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PostPosted: Sun Feb 15, 2009 6:20 am 
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you could make a weapon that shoots asteroid sprites, or debris sprites
or you could also simply use the grav beam.

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PostPosted: Sun Feb 15, 2009 6:24 am 
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I've been trying to figure this out for a few hours, but have made 0 progress, so...

Image

The 6 inner weapons are all linked to the center Missile launcher. The outer Missile Launchers are all set to "Force Fire" when their trigger "Weapon fire"s. The Pulse guns are all connected to invisible sections which use Fade to flash when their trigger weapon fires.

The circle pieces along the outside are just there to represent each third with their color. (Pink, Red, and Green.)

How it's supposed to work:

000 Frames: Missile gives fire command.
030 Frames: Pulse 1 fires, causes its invisible Pink section to flash.
045 Frames: Blaster fires, causes Pink Missile Launchers to fire.
090 Frames: Pulse 2 fires, causes its invisible Red section to flash.
105 Frames: Gattling Pulse fires, causes Red Missile Launchers to fire.
150 Frames: Pulse 3 fires, causes its invisible Green section to flash.
165 Frames: Gattling Blaster fires, causes Green Missile Launchers to fire.
180 Frames: Missile reloads, start over.

What happens when I run it:

000 Frames: Missile gives fire command.
030 Frames: Pulse 1 fires, all 3 invisible sections flash.
045 Frames: Blaster fires, all Missile Launchers fire.
090 Frames: Pulse 2 fires, all 3 invisible sections flash.
105 Frames: Gattling Pulse fires, all Missile Launchers fire.
150 Frames: Pulse 3 fires, all 3 invisible sections flash.
165 Frames: Gattling Blaster fires, all Missile Launchers fire.
180 Frames: Missile reloads, start over.

Which... makes no sense to me since they're all acting the same, yet are set up to be triggered by different weapons. It's as if it's bugged so that all similar sections/weapons receive a trigger command if any one other of the same type received the command.

Any ideas what I'm doing wrong, or whether it's bugged?

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PostPosted: Sun Feb 15, 2009 8:33 am 
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Hmm... are their flash set to show by the same trigger?

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PostPosted: Sun Feb 15, 2009 10:19 pm 
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Is it possible to use an alpha mask on custom sprites/wep/bul?


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PostPosted: Sun Feb 15, 2009 10:53 pm 
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Ixranin:
Yes, that looks like a bug. Please bugreport it.

TheBlueEcho
No, currently not possible. PNG with alpha might work, though, you should try it.


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