Hmm, missile still didn't work, but I have an idea...
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Oh, so it is another bug hunt then...
Totally WACK ideas
#52
Posted 05 February 2003 - 11:11 PM
Make a ship that's sprite is a black circle. Make it do damage and stun on impact with other ships. Set them in hunting packs and give em a fast warp drive and let em run. I did this once using a black circle that darkk provided(yes, my computer graphics skills are that nonexistent.) and it makes for an interesting fight, you have to watch for where the stars dissapear.
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A regretted past and a hopeless future.
Diablo 2: *PyroHC *Pyro444
Warcraft III: PyroTheDragon
[This message has been edited by Pyro (edited 02-05-2003).]
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A regretted past and a hopeless future.
Diablo 2: *PyroHC *Pyro444
Warcraft III: PyroTheDragon
[This message has been edited by Pyro (edited 02-05-2003).]
.
#53
Posted 05 February 2003 - 11:13 PM
On a different note, if you are bored and want something to do:
Make a weapon that shoots lasers really really fast. Make these lasers change direction every tick, so they create a circle pattern if you fire them while standing still. Now for the fun part: warp around and fire em. You can make cool designs that look like old spyrographs(sp?).
------------------
A regretted past and a hopeless future.
Diablo 2: *PyroHC *Pyro444
Warcraft III: PyroTheDragon
Make a weapon that shoots lasers really really fast. Make these lasers change direction every tick, so they create a circle pattern if you fire them while standing still. Now for the fun part: warp around and fire em. You can make cool designs that look like old spyrographs(sp?).
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A regretted past and a hopeless future.
Diablo 2: *PyroHC *Pyro444
Warcraft III: PyroTheDragon
.
#55
Posted 25 February 2003 - 10:04 PM
Quote
Originally posted by Slug:
No. And after a short time, they expire.
It would not be possible to have a storage bay, even it would target only friendly fighters and take -1 ammo pieces. it would need 2 free weapon slots (the launching bay and the "pickup bay") also, you cannot have a weapon that when fired, creates more ammunition for a different weapon.
No. And after a short time, they expire.
It would not be possible to have a storage bay, even it would target only friendly fighters and take -1 ammo pieces. it would need 2 free weapon slots (the launching bay and the "pickup bay") also, you cannot have a weapon that when fired, creates more ammunition for a different weapon.
Quiet, idiot, you obviously have no clue what the hell you're talking about!
All you have to do is make it so fighters themselves expire at the same rate the "carrier bay" reloads.
For example, say you have a bay or (originally) 12 fighters. The time it takes for 6 fighters to reload will be the same amount of time it takes for an individual fighter to expire.
Thus carriers can become more than just mobile firing platforms.
I don't know if it counts your expired fighters as killed, though. I think not, but it's been a while since I used my buggier-than-a-diseased-corpse version of Hera.
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See I'm the king of the swingers, the Jungle V.I.P.,
But I've reached the top and had to stop,
And that's what's
botherin' me.
Never question my science.
#57
Posted 02 March 2003 - 05:14 PM
Quote
Originally posted by Limax:
I don't know if it counts your expired fighters as killed, though. I think not, but it's been a while since I used my buggier-than-a-diseased-corpse version of Hera.
[/B]
I don't know if it counts your expired fighters as killed, though. I think not, but it's been a while since I used my buggier-than-a-diseased-corpse version of Hera.
[/B]
Heh, I've been looking for a copy of Hear that works that well for sometime now.
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Ares and EV:Nova plugin writer and all around helpful guy...
#58
Posted 03 March 2003 - 11:34 AM
Hera gets a lot of complaints, and in all honesty, I don't think it's Hera's fault. Hera is no less stable than the average utility (generally doesn't crash, but can), and it enters in data perfectly, as far as I can tell.
The problems everyone blames on Hera are really Ares's fault - even if a lot of options are available, only the factory objects were given a thorough testing. The only real claim I think anyone can make against Hera is its difficulty of use; anything else should be directed to Ares.
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"There are 10 kinds of people in this world: Those who understand binary, and those who don't."
The problems everyone blames on Hera are really Ares's fault - even if a lot of options are available, only the factory objects were given a thorough testing. The only real claim I think anyone can make against Hera is its difficulty of use; anything else should be directed to Ares.
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"There are 10 kinds of people in this world: Those who understand binary, and those who don't."
#59
Posted 04 March 2003 - 05:19 PM
Quote
Originally posted by Pallas Athene:
Hera gets a lot of complaints, and in all honesty, I don't think it's Hera's fault. Hera is no less stable than the average utility (generally doesn't crash, but can), and it enters in data perfectly, as far as I can tell.
The problems everyone blames on Hera are really Ares's fault - even if a lot of options are available, only the factory objects were given a thorough testing. The only real claim I think anyone can make against Hera is its difficulty of use; anything else should be directed to Ares.
Hera gets a lot of complaints, and in all honesty, I don't think it's Hera's fault. Hera is no less stable than the average utility (generally doesn't crash, but can), and it enters in data perfectly, as far as I can tell.
The problems everyone blames on Hera are really Ares's fault - even if a lot of options are available, only the factory objects were given a thorough testing. The only real claim I think anyone can make against Hera is its difficulty of use; anything else should be directed to Ares.
Heh. What about it deleting all my sting entries? Thats hera's fault... Other than that I would agree with you.
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Ares and EV:Nova plugin writer and all around helpful guy...
#60
Posted 04 March 2003 - 05:22 PM
Jumpgates
Create 2 objects, set them so they can collide but not occupy space, make one for use at the "top" of the system and one for the "bottom", give the top one a collide action of alter absolute location and fill in the numbers, do the same for the bottom one and give it the negitive numbers of the top. Remember that in the Hera map down is positive Y and up is negtive Y. There now you have great working jumpgates... Add sounds or other actions as required.
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Ares and EV:Nova plugin writer and all around helpful guy...
Create 2 objects, set them so they can collide but not occupy space, make one for use at the "top" of the system and one for the "bottom", give the top one a collide action of alter absolute location and fill in the numbers, do the same for the bottom one and give it the negitive numbers of the top. Remember that in the Hera map down is positive Y and up is negtive Y. There now you have great working jumpgates... Add sounds or other actions as required.
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Ares and EV:Nova plugin writer and all around helpful guy...