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 Post #1
 25th April 2007
Q42's Avatar
August 2006
1,939 Posts
the Gmod Conflict Or Minor Battle Action Toolkit
or, GCOMBAT for short.

OH MAY GOWD THERE IS A CUSTEM FOREM? WHY DID NOBODY TELL ME

WAT THE FAK THERE ARE BETAS TOO


Here's an example:
local attack = cbt_dealdevhit( entity, damage, pierce )
if (attack == 0) then 
 --Fail code goes here
elseif (attack == 1) then
 --Succeed code goes here
elseif (attack == 2) then
 --Code to execute if the prop is broken by the attack goes here
end

note that with cbt_dealdevhit, the prop won't be removed, as the whole point of it is to add your own removal code if 2 is returned, as well as your own effects.

Here's an applied example, taken from my tank shell. it creates a dud round on a failure:
local attack = cbt_dealhcghit( data.HitEntity, 200, 7, self.Entity:GetPos() , self.Entity:GetPos())
		if (attack == 0) then
			 brokedshell = ents.Create("prop_physics")
				brokedshell:SetPos(self.Entity:GetPos())
				brokedshell:SetAngles(self.Entity:GetAngles())
				brokedshell:SetKeyValue( "model", "models/props_junk/garbage_plasticbottle003a.mdl" )
				brokedshell:PhysicsInit( SOLID_VPHYSICS )
				brokedshell:SetMoveType( MOVETYPE_VPHYSICS )
				brokedshell:SetSolid( SOLID_VPHYSICS )
				brokedshell:Activate()
				brokedshell:Spawn()
				brokedshell:Fire("Kill", "", 20)
				brokedshell:SetColor(0,0,0,255)
				local phys = brokedshell:GetPhysicsObject()  	
				if (phys:IsValid()) then  
					phys:SetVelocity( self.Entity:GetPhysicsObject():GetVelocity())
				end
		end


Media (old):
This is a relatively new project, and I won't have a lot of time to take pictures or movies of it in action. I encourage you to post some videos and pictures in this thread. the cream of the crop may get posted here.

StickyNade's AS/V-3 "Rover", with AS/V2 "Beanie Bus" visible in the background.


The "Beanie bus" bombarding some poor bugger.


Another by StickyNade: what looks like a successful AP round hit.


This is what nebelwerfer barrages look like (again, StickyNade):


A video of Carnotite ambushing himself in the woods... :
 Post #2
 25th April 2007
EdibleDev's Avatar
April 2007
334 Posts
What does this do?
 Post #3
 25th April 2007
Gold Member
PieClock's Avatar
August 2006
9,899 Posts
What he said.
 Post #4
 25th April 2007
Q42's Avatar
August 2006
1,939 Posts
It's a system that allows strategy-game style damage to be dealt to prop_physics entities, including armor breaking and such. maybe i should have been more clear. Ahem:
A damage system for RTS style damage to be dealt to contraptions by weapons that use the damage framework
 Post #5
 25th April 2007
amirite's Avatar
December 2006
441 Posts
So this is a base for development as of right now?
 Post #6
 25th April 2007
Q42's Avatar
August 2006
1,939 Posts
amirite posted:
So this is a base for development as of right now?
Yes. it's more important to me that something in the spirit of wooden wars gets revived than that I have exclusive rights to this system.

Credits would certainly be appreciated though.
 Post #7
 25th April 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
Could turn out awesome. Let's see some people start using this.
 Post #8
 25th April 2007
Q42's Avatar
August 2006
1,939 Posts
If anyone's interested, I've made a mortar that uses this for Fehic's mortar SENT. it's on his thread.
 Post #9
 25th April 2007
Amplar's Avatar
February 2006
589 Posts
So what's the difference between this and Conna's Breakable stool?
 Post #10
 25th April 2007
Q42's Avatar
August 2006
1,939 Posts
Amplar posted:
So what's the difference between this and Conna's Breakable stool?
Conna's breakable stool makes props breakable to everything. as anyone who's played wooden wars on GMOD 10 will tell you, Having everything breakable to everything is not necessarily a good thing, as any mingebag with a rocket launcher may come along and blow all your stuff up. This makes EVERY prop_physics breakable, but only to weapons that incorporate this mod. In addition, there is an armor system so now you can actually make a nice heavy tank that can't be scratched by smaller weapons. Also, the health values are all handled by an object, so this won't conflict with anything that I've tested it with, including conna's Stool. Izzat enough difference?
 Post #11
 25th April 2007
purplerman's Avatar
October 2006
240 Posts
This is lovely. To make it even better you should have a damage system toggle button in the options menu.

Just clicked the tidied up link. FILE NOT FOUND?
 Post #12
 27th April 2007
Metroid48's Avatar
February 2007
1,279 Posts
Wow. I just tried this. The tidied up link works, purplerman.

Anyway, Q42, this is SO cool. Finally no more 'invincible ships'. Anyway, a point of concern though. You provided a few entities, such as the tank shell. How would you make something fire them though? And, what code would a regular swep need to do this?

Thanks!
-Metroid48
 Post #13
 27th April 2007
Q42's Avatar
August 2006
1,939 Posts
Metroid48 posted:
Wow. I just tried this. The tidied up link works, purplerman.

Anyway, Q42, this is SO cool. Finally no more 'invincible ships'. Anyway, a point of concern though. You provided a few entities, such as the tank shell. How would you make something fire them though? And, what code would a regular swep need to do this?

Thanks!
-Metroid48
Those are from a pack of wired weapons I'm working on, so they work very very poorly on their own. they're in there as examples, but all you need to do is use
ent.SetAngles(Angle(<pitch>,<yaw>,<roll>))
when you spawn it.
 Post #14
 27th April 2007
Gold Member
Kung Fu Jew's Avatar
November 2006
2,991 Posts
Oh wow, I was stupid enough to come into the topic thinking "Finally, someone realized nerves are living things in the human body", but no, I was wrong yet again... :(...
 Post #15
 27th April 2007
Q42's Avatar
August 2006
1,939 Posts
Kung Fu Jew posted:
Oh wow, I was stupid enough to come into the topic thinking "Finally, someone realized nerves are living things in the human body", but no, I was wrong yet again... :(...
You confuse me
 Post #16
 28th April 2007
TwingeCrag's Avatar
July 2006
1,161 Posts
Kung Fu Jew posted:
Oh wow, I was stupid enough to come into the topic thinking "Finally, someone realized nerves are living things in the human body", but no, I was wrong yet again... :(...
Wait what?
 Post #17
 29th April 2007
Jacker's Avatar
June 2006
42 Posts
VERY useful for the fortwars thing I do on my server every once in awhile using my little team lua script thingy. Thanks a bunch, but is there a way to make RPG Damage affect it? Since there's 'class' in my mode that lets gives you an RPG.
 Post #18
 29th April 2007
Gold Member
Carnotite's Avatar
January 2006
7,846 Posts
Robbis_1 made a thing that shoots down RPGs, if it worked for this you could have a LAMS!
 Post #19
 29th April 2007
NickFury666's Avatar
April 2007
700 Posts
Oh my god, tell in the FIRST POST what the hell this is!! You didn't even mention it!
 Post #20
 29th April 2007
CentronT2's Avatar
November 2006
69 Posts
I agree, even though I understand this, you might want to include some examples to explain to people how the code works.
 Post #21
 29th April 2007
Q42's Avatar
August 2006
1,939 Posts
NickFury666 posted:
Oh my god, tell in the FIRST POST what the hell this is!! You didn't even mention it!
THREAD TITLE posted:
GCOMBAT damage system


Edit:

CentronT2 posted:
I agree, even though I understand this, you might want to include some examples to explain to people how the code works.
FIRST POST posted:
The system allows weapons that use the functions included to deal RTS style damage, with armor breaking being calculated using Piercing + 2d6 vs. Armor. default armor is 10.
Q42 posted:
i should have been more clear. Ahem:
A damage system for RTS style damage to be dealt to contraptions by weapons that use the damage framework
reading is fun!
 Post #22
 29th April 2007
Galaxy613's Avatar
August 2006
584 Posts
Q42 posted:
If anyone's interested, I've made a mortar that uses this for Fehic's mortar SENT. it's on his thread.
PLEASE do. :D
 Post #23
 30th April 2007
link4905's Avatar
July 2006
142 Posts
would someone be able to give me a tutorial on how to link it up and make it fire, because i really want a tank with a Nebelwerfer :(
 Post #24
 30th April 2007
Q42's Avatar
August 2006
1,939 Posts
link4905 posted:
would someone be able to give me a tutorial on how to link it up and make it fire, because i really want a tank with a Nebelwerfer :(
Latest version of wiremod, and the latest version of resource distribution are needed for the nebelwerfer. spawn a munition crate and a nebelwerfer, and link the two together using the resource link STOOL in resource distribution.

Once you have your linked masterpiece, wire it up. set up your wiremod input stuff, and wire it to the correct input. the only one with two inputs so far is the tank cannon, since it has two types of ammo.
 Post #25
 30th April 2007
Rhontos's Avatar
September 2005
167 Posts
First you need wire mod and life support. Spawn your Nebelwerfer and a munitions crate. Link them both up using the life support link tool. Now spawn a wired input, from the wired stools, and set it to the numpad key that you want. Finally, with the wire tool, shoot the Nebelwarfer (it should say fire on it) then the wired input.

There you go, that should be it, you can now put this wherever you want, as long as you don't move the munitions crate to far away from the Nebelwarfer. Remember to protect the crate tough, it can explode if shot.

Edit: You beat me... With a better tutorial :(
 Post #26
 30th April 2007
NickFury666's Avatar
April 2007
700 Posts
so, what does this do? Make contraptions break, or what?
 Post #27
 30th April 2007
Metroid48's Avatar
February 2007
1,279 Posts
If anyone's interested, I just converted the egons, mortars, cannon stool, launcher stool, tau cannon, plasma rifle, and drop pod to work with this. I'm thinking of releasing an over-all pack.
 Post #28
 30th April 2007
Q42's Avatar
August 2006
1,939 Posts
NickFury666 posted:
so, what does this do? Make contraptions break, or what?
Q42 posted:
NickFury666 posted:
Oh my god, tell in the FIRST POST what the hell this is!! You didn't even mention it!
THREAD TITLE posted:
GCOMBAT damage system


Edit:

CentronT2 posted:
I agree, even though I understand this, you might want to include some examples to explain to people how the code works.
FIRST POST posted:
The system allows weapons that use the functions included to deal RTS style damage, with armor breaking being calculated using Piercing + 2d6 vs. Armor. default armor is 10.
Q42 posted:
i should have been more clear. Ahem:
A damage system for RTS style damage to be dealt to contraptions by weapons that use the damage framework
reading is fun!
reading is still fun!

Edit:

Metroid48 posted:
If anyone's interested, I just converted the egons, mortars, cannon stool, launcher stool, tau cannon, plasma rifle, and drop pod to work with this. I'm thinking of releasing an over-all pack.
Go for it. get appropriate permission first though.
 Post #29
 30th April 2007
link4905's Avatar
July 2006
142 Posts
thanks for the tutorials guys. i found out how to do it for all of them too, including making it fire with the numpad. thanks for the help.
 Post #30
 30th April 2007
Q42's Avatar
August 2006
1,939 Posts
Some images have been uploaded, courtesy of StickyNade! if you don't think reading is fun, all should be clear now!
 Post #31
 1st May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
Hey, does anyone know what map that is? It looks cool.
 Post #32
 1st May 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
gm_hillygrass.

Also Beanie Bus :3
 Post #33
 1st May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
Beaine bus :D, and woo I got first post on the second page ^.^

Edit:

All you need now Q42 is some buildingish sized prop that uses energy to make more munitions, cause I hate having to spawn like 50 million crates lol.
 Post #34
 1st May 2007
Gold Member
CowThing's Avatar
November 2006
2,154 Posts
Yeah I would like a way to make new munition. This is very fun I can't wait for more weapons
 Post #35
 1st May 2007
jigsawkiller's Avatar
January 2007
170 Posts
How do we get the weapons to fire?
 Post #36
 1st May 2007
Q42's Avatar
August 2006
1,939 Posts
jigsawkiller posted:
How do we get the weapons to fire?
Wiremod. inputs. page 1.

hanley posted:
cause I hate having to spawn like 50 million crates lol.
What the hell would you ever need that many crates for? in all my tests, by the time you had to replace the crates your tank/boat is shot to shit anyways, and could stand to be repaired.
 Post #37
 1st May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
I was using hyperbole for effect lol, I use alot of Nwerfers, using them in batteries eats through ammo like no other. :\
 Post #38
 1st May 2007
Q42's Avatar
August 2006
1,939 Posts
Hanley posted:
I was using hyperbole for effect lol, I use alot of Nwerfers, using them in batteries eats through ammo like no other. :\
Sure. I'll buy that.

[spoiler]no worries, v2 will have resource collection [/spoiler]
 Post #39
 1st May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
Q42 posted:
Sure. I'll buy that.

[spoiler]no worries, v2 will have resource collection [/spoiler]
Thanks :D, did you see the new mineral collection on Shans server? It's pretty cool thus far, but it's kind buggy still.
 Post #40
 1st May 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Well making a simple ammunition generator is simple enough. Find the line in one of the life support entities that generate, uh, life support stuff, and add that same line but munitions underneath (Or replace the first line, whichever floats your boat.
 Post #41
 1st May 2007
Instant Mix's Avatar
October 2006
280 Posts
Awesome. we need mroe models though.
Hey , Q42 , Would you mind making an AP Machine gun -
It can kill people (5 shots)
and takes about 10 shots to break it from its constrainted object.
It fires quickly - 2 BPS

Anyone gunna host a 2 teamed (4 a side) Server?
I would if my stupid router wasn't in loopback mode...
Anyway , if anyone does , Please shout out.
 Post #42
 2nd May 2007
Q42's Avatar
August 2006
1,939 Posts
Quick update: I'm taking an art course at the moment, so I won't have time to do any LUA until the weekend. The good news is, I've got a projected release date for V2: Sunday after next. This may seem like a long time, but remember that V2 will have all the allied and German weapons I will be adding, as well as resource collection, custom models for everything, and a sneak preview of the sci-fi shi-- stuff

As soon as V2 is released, a contest will be started in the contraption section, and a promotional game may be hosted on my brother's epic computer from the depths of hell, if I can convince him to step outside for a bit, maybe get some direct sunlight

Keep on blowin' shit up until then!
 Post #43
 2nd May 2007
TwingeCrag's Avatar
July 2006
1,161 Posts
I made a different version of the Fusion Generator that took energy instead of coolant, and made Munitions. It's really fucking easy
 Post #44
 2nd May 2007
Q42's Avatar
August 2006
1,939 Posts
It's easy, certainly, but I'm trying to restrict the resource flow to prevent a Mingefest from arising. Still debating whether or not to have the resource collection manually loaded. what do you guys think?
 Post #45
 2nd May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
Define manually loaded...

Edit:

I think it should out put either to a crate that has to be moved into place or it should output to a crate that you have to link other crates to to refil. I like the outputing a whole 4000 crate better though. Looks cooler. :D
 Post #46
 2nd May 2007
Q42's Avatar
August 2006
1,939 Posts
Hanley posted:
Define manually loaded...

Edit:

I think it should out put either to a crate that has to be moved into place or it should output to a crate that you have to link other crates to to refil. I like the outputing a whole 4000 crate better though. Looks cooler. :D
Basically, what I have for munitions is as follows: it spawns a crate that can be loaded into a bin, which deletes it and restocks your munitions.

When the Sci-fi stuff gets introduced, I'm going to add another resource: Fuel, which will be restocked by harvesting spice. everybody else is getting stuff from command and conquer, so I figured I'd do dune. Spice harvesting would require no manual loading: critters reside in spice.
 Post #47
 2nd May 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Q42 posted:
Quick update: I'm taking an art course at the moment, so I won't have time to do any LUA until the weekend. The good news is, I've got a projected release date for V2: Sunday after next. This may seem like a long time, but remember that V2 will have all the allied and German weapons I will be adding, as well as resource collection, custom models for everything, and a sneak preview of the sci-fi shi-- stuff

As soon as V2 is released, a contest will be started in the contraption section, and a promotional game may be hosted on my brother's epic computer from the depths of hell, if I can convince him to step outside for a bit, maybe get some direct sunlight

Keep on blowin' shit up until then!
Yeah, do you have the impact effect? I'm not sure if I gave that to you when I gave you the sci-fi killy thing. It's supposed to be a huge cloud of dust (aka HE explosion minus the fire)
 Post #48
 2nd May 2007
Q42's Avatar
August 2006
1,939 Posts
I think I do. even if I don't, it's just the huge_splosion effect without fire, amirite?
 Post #49
 2nd May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
The spice must flow...
 Post #50
 2nd May 2007
Gold Member
Carnotite's Avatar
January 2006
7,846 Posts
Hanley posted:
The spice must flow...
I have an image macro in my... Museum, of a cat rolled in a tan carpet up to its ears, looking like a large tan worm.
The text reads
Dunecat posted:
I are dunecat, I controls the spice, I controls the universe.
 Post #51
 2nd May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
Awesome. :D
 Post #52
 3rd May 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Q42 posted:
I think I do. even if I don't, it's just the huge_splosion effect without fire, amirite?
urrite.
 Post #53
 3rd May 2007
Gold Member
Carnotite's Avatar
January 2006
7,846 Posts
I like this, I like it a lot.
I just made a behemoth of a tank, with flat armor though, out of Phoenix props.
Then, I mounted on it two HE only tank cannons and four AP only cannons, along with two nebelwerfers on the roof. After trying it out on various zombies and props, I took about 20 minutes and dismantled it slowly with four AP cannons. The system for bouncing shells is neat, one barrage would bounce of the behemoth's armor, the next would blast into its innards, and the one after that would cause MASSIVE (structural) DAMAGE.
 Post #54
 3rd May 2007
Q42's Avatar
August 2006
1,939 Posts
Carnotite posted:
I like this, I like it a lot.
I just made a behemoth of a tank, with flat armor though, out of Phoenix props.
Then, I mounted on it two HE only tank cannons and four AP only cannons, along with two nebelwerfers on the roof. After trying it out on various zombies and props, I took about 20 minutes and dismantled it slowly with four AP cannons. The system for bouncing shells is neat, one barrage would bounce of the behemoth's armor, the next would blast into its innards, and the one after that would cause MASSIVE (structural) DAMAGE.
Pics! Vids! come on, people!
 Post #55
 3rd May 2007
Instant Mix's Avatar
October 2006
280 Posts
Updates Updates! Come on , people!
This is awesome!
#1!
Also - Could you make a STool for it?
 Post #56
 3rd May 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Instant Mix posted:
Updates Updates! Come on , people!
Parodying Q42 amirite?

Also can't post videos because I fail at source recorder.

Also updates come next Sunday. Or whenever he said. He said it somewhere.
 Post #57
 3rd May 2007
Instant Mix's Avatar
October 2006
280 Posts
Waah! I can't Wait!

@ Stickynade - Yes , I was.
 Post #58
 3rd May 2007
Gold Member
edberg's Avatar
June 2005
4,783 Posts
StickyNade posted:
gm_hillygrass.

Also Beanie Bus :3
One Shot.

 Post #59
 3rd May 2007
Gold Member
Carnotite's Avatar
January 2006
7,846 Posts
Q42 posted:
Pics! Vids! come on, people!
I suppose I could make a video... Not saying I'll have anything great in it, but a decent demonstration I suppose.
Give me some time, I'll whip out my duplicator and use my AT gun and Box tank o' death and set up an ambush video.
 Post #60
 3rd May 2007
Q42's Avatar
August 2006
1,939 Posts
FIGURED OUT WHAT WAS MAKING MY LAZORS CRASH! you have no Idea how happy I am.

Weapons will be added in v2 will be flak 88, 2 pdr artillery, battleship gun, Schwerer gustav, laser cannon, and StickyNade's railgun.

Weapons which may not make it to the v2 release date are V1 launch pad, wurfrahmen 40, land matress, hedgehog, and MG 42.

Other stuff that will be added: Signal flare (to call supply drops), Resupply box, depository, and munition plant.
 Post #61
 3rd May 2007
Gold Member
Carnotite's Avatar
January 2006
7,846 Posts
Q42 posted:
FIGURED OUT WHAT WAS MAKING MY LAZORS CRASH! you have no Idea how happy I am.

Weapons will be added in v2 will be flak 88, 2 pdr artillery, battleship gun, Schwerer gustav, laser cannon, and StickyNade's railgun.

Weapons which may not make it to the v2 release date are V1 launch pad, wurfrahmen 40, land matress, hedgehog, and MG 42.

Other stuff that will be added: Signal flare (to call supply drops), Resupply box, depository, and munition plant.

Holy crap, that sounds absolutely awesome, regardless of what won't make it in the next release! I'm excited about the battleship gun and flak 88, especially. The rail gun is cool, too...
The upload is a little over halfway done. The vid's nothing special, but it's a basic demonstration.
After I post it, give it awhile to process because of YouTube.

Video's processing, give it time, but here's the link. I'll use media tags once it's done processing. (Please note that Sourcerecorder DID NOT record the actual GCombat props themselves, but they are there.)
Also, it's kind of dark, sorry about that. You'll notice in the vid one shot, I think, bounces. (For the record, the tank was armed with dual Nebelwerfers, two tank cannons dedicated to HE anti-infantry fire, and four cannons dedicated to AP rounds only. The AT gun was rigged so as to only fire its dual guns in AP mode, although it'd be easy for it to use HE rounds against infantry.)
http://www.youtube.com/watch?v=-vFbri9g32A
 Post #62
 3rd May 2007
Q42's Avatar
August 2006
1,939 Posts
Thanks! I'll add it to the first post, if that's alright.
 Post #63
 4th May 2007
Gold Member
Hanley's Avatar
June 2006
3,314 Posts
I love you. How long till V2? And anything I can do to help you out, lemme know.
 Post #64
 4th May 2007
Gold Member
Carnotite's Avatar
January 2006
7,846 Posts
Cool, thanks. The caption rocks...
"A video of Carnotite ambushing himself in the woods."
:excited:
 Post #65
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
Make a video on how to make the tank gun to work.
 Post #66
 4th May 2007
Gold Member
Carnotite's Avatar
January 2006
7,846 Posts
Whitesinner0 posted:
Make a video on how to make the tank gun to work.
Use the resource distribution tool to link a tank gun to a munitions crate. Use Wiremod wires to connect it to a button, and voila, it fires.
 Post #67
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
Carnotite posted:
Use the resource distribution tool to link a tank gun to a munitions crate. Use Wiremod wires to connect it to a button, and voila, it fires.
Whats a distribution tool?
 Post #68
 4th May 2007
amirite's Avatar
December 2006
441 Posts
He means the link tool, it is with Resource Distribution/Life Support. Get them.

This is looking to be epic, I just installed it on my server. We should get some cool spacebuild games with this.
 Post #69
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
amirite posted:
He means the link tool, it is with Resource Distribution/Life Support. Get them.

This is looking to be epic, I just installed it on my server. We should get some cool spacebuild games with this.
Hey how do you make a server. Can I add you to my frineds list on steam?Oh yeah thanks.
 Post #70
 4th May 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Too bad tank cannons still arc in space. Nebelwerfers look fine though.

Also Railgun isn't anything terribly special, just a tank cannon with a near straight arc (So it's usable in spacebuild) and a cool yellow beam trail and a new impact effect. It fires somewhat faster, deals more damage, though takes 400 munitions per shot. Make a cannon configured to fire two of those puppies and I dare say you've got yourself one big ass resource hog.

Also supply drops = epic.
 Post #71
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
Then what do I do?
 Post #72
 4th May 2007
Q42's Avatar
August 2006
1,939 Posts
StickyNade posted:
Too bad tank cannons still arc in space. Nebelwerfers look fine though.

Also Railgun isn't anything terribly special, just a tank cannon with a near straight arc (So it's usable in spacebuild) and a cool yellow beam trail and a new impact effect. It fires somewhat faster, deals more damage, though takes 400 munitions per shot. Make a cannon configured to fire two of those puppies and I dare say you've got yourself one big ass resource hog.

Also supply drops = epic.
Don't forget: schwerer gustav. also epic.
 Post #73
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
Still stuck. Here http://img475.imageshack.us/my.php?i...ass0000gg7.jpg. What do I do next?
 Post #74
 4th May 2007
amirite's Avatar
December 2006
441 Posts
My Munitions Crates don't seem to be spawning. They simply don't appear when I double click. Everything else spawns fine and so do all my other SENTs.
 Post #75
 4th May 2007
Q42's Avatar
August 2006
1,939 Posts
amirite posted:
My Munitions Crates don't seem to be spawning. They simply don't appear when I double click. Everything else spawns fine and so do all my other SENTs.
That's really, REALLY odd. you do have the most recent resource distribution? are there console errors?
 Post #76
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
Still stuck. Here http://img475.imageshack.us/my.php?i...ass0000gg7.jpg. What do I do next? Sorry the link not working look above the this quote /\
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 Post #77
 4th May 2007
Q42's Avatar
August 2006
1,939 Posts
Whitesinner0 posted:
Still stuck. Here http://img475.imageshack.us/my.php?i...ass0000gg7.jpg. What do I do next?
This ought to help:

:loleyes:

Edit:

Use the wire tool! everything will become apparent.
 Post #78
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
Q42 posted:
This ought to help:

:loleyes:

Edit:

Use the wire tool! everything will become apparent.
Thanks man its awesome! Here is mine http://img163.imageshack.us/my.php?i...ass0000ih4.jpg. Not bad for a beginner. I used hoverball because my wheels thing always goes back to propeller wheel. Can someone tell me why that is happening?
 Post #79
 4th May 2007
Q42's Avatar
August 2006
1,939 Posts
Whitesinner0 posted:
Thanks man its awesome! Here is mine http://img163.imageshack.us/my.php?i...ass0000ih4.jpg. Not bad for a beginner. I used hoverball because my wheels thing always goes back to propeller wheel. Can someone tell me why that is happening?
Gotta shield those crates, dude. somebody's gonna walk up with a nine-mil and OWN you.
 Post #80
 4th May 2007
Whitesinner0's Avatar
December 2006
438 Posts
Q42 posted:
Gotta shield those crates, dude. somebody's gonna walk up with a nine-mil and OWN you.
Ok. Thanks for the information. Oh yeah do you know why my wheels tool always go to propeller wheel?
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