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PostPosted: Mon Sep 12, 2005 6:46 am 
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Terrain following weapons that fly a fixed height above ground until they explode or contact, which would be calculated the same as for the normal trajectory. Ie, a mosthy cosmetic mod to lay the trajectory almost on the ground, but exploding if a tank or other obstacle is in the way.

Terrain that blocks wind, y'know, like it does in reality. ;)

Terrain underfill bomb that elevates a tank on a pile of dirt when it's fired at zero degrees elevation and zero power. Duds at all other angle and power settings. To make it less convenient, have it only work with an undamaged tank. If you're not at 100, it buries the tank!

I'll add an nth nomination to the liquid dirt! Could use the same effect for the terrain underfill.

As for tanks with different attributes, the registered version of the original SE had one or two different tanks, including a triple turret. I dunno what the diffs were in actual use, since I never registered it.


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PostPosted: Mon Jun 11, 2007 4:48 pm 
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bizzybody wrote:

Terrain that blocks wind, y'know, like it does in reality. ;)


----------------------------------------------------------------------


I'll add an nth nomination to the liquid dirt! Could use the same effect for the terrain underfill.



not bad ideas:

mountains would lower wind power,
and you could have a mud weapon... kinda like a napalm with a set thickness.
bye,

Picci


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PostPosted: Mon Jun 11, 2007 5:16 pm 
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bizzybody wrote:
Terrain following weapons that fly a fixed height
above ground until they explode or contact, which would be calculated the
same as for the normal trajectory. Ie, a mosthy cosmetic mod to lay the
trajectory almost on the ground, but exploding if a tank or other obstacle
is in the way.

Terrain following weapons? lol, i dunno exactly what you might have
meant, but if it would resemble the missile creating a wall of dirt in it's
Wake.. we can do that already. it would simply require reversing the
deform tag on anything that carve's a trench as it flies/waves. i diddn't
do it yet in my mods cus it's kinda evil.. :D and i was waiting for the
advanced repeat to allow me to direct it's path easier.
Quote:
Terrain that blocks wind, y'know, like it does in reality. ;)

would be interesting, but not so easy to keep track of, i rememner the
2D ver diddn't care either, it blew the shot anyway.
Quote:
Terrain underfill bomb that elevates a tank on a pile of dirt when it's fired
at zero degrees elevation and zero power. Duds at all other angle and
power settings. To make it less convenient, have it only work with an
undamaged tank. If you're not at 100, it buries the tank!

hmm. having the land-deform push your tank upwards, instead of cover it.
Might be possible, the current teleport can do it already.. but that was
a bug.. :D
Quote:
I'll add an nth nomination to the liquid dirt! Could use the same effect for
the terrain underfill.

Yes, it's always been one of my fav's. Liquid-Dirt is available in some
Mods, as a fountain of tiny rollers. And i have already suggested to Gavin
that the Napalm be given a Deform tag to make true liquid-dirt in next
release version.
Quote:
As for tanks with different attributes, the registered version of the original
SE had one or two different tanks, including a triple turret. I dunno what
the diffs were in actual use, since I never registered it.

The tripple-turret fired 3 shots spread a few degrees. similar to the
current Mod-weapon "Tripple-Missile" in the basic scorched1.5, you could
select them for the bots to use, but was disabled for humans
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PostPosted: Mon Jun 11, 2007 10:12 pm 
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Thrax wrote:
bizzybody wrote:
Terrain following weapons that fly a fixed height
above ground until they explode or contact, which would be calculated the
same as for the normal trajectory. Ie, a mosthy cosmetic mod to lay the
trajectory almost on the ground, but exploding if a tank or other obstacle
is in the way.

Terrain following weapons? lol, i dunno exactly what you might have
meant, but if it would resemble the missile creating a wall of dirt in it's
Wake.. we can do that already. it would simply require reversing the
deform tag on anything that carve's a trench as it flies/waves. i diddn't
do it yet in my mods cus it's kinda evil.. :D and i was waiting for the
advanced repeat to allow me to direct it's path easier.

He means like current day Tomohawk missiles, whick fly their entire course some 20 - 50 feet off the ground. Instead of arching up and over, the missile fies the same distance, just close to the ground.


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PostPosted: Tue Jun 12, 2007 2:27 am 
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Ebonite² wrote:
He means like current day Tomohawk missiles, whick fly their
entire course some 20 - 50 feet off the ground. Instead of arching up and
over, the missile fies the same distance, just close to the ground.


Well . . both ways sound fun. :D
His way is also possible now with the Projectile-Thrust capacity Gavin
added recently.
Allowing us to fire a low-speed projectile and have it maintain it's path
more directly with thrust keeping it level. As for having it detect the hills
and valleys, that's something i'll have to work on imitating in the weapon.
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 Post subject:
PostPosted: Tue Jun 12, 2007 3:46 am 
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Sounds like the classic Scorched Earth version of the Lazy Boy?
What I say today may not be what I say tomorrow.
What I say tomorrow may contradict what I say today.
So listen to what I say, not what I said.


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PostPosted: Tue Jun 12, 2007 4:11 am 
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we definately need homing devices. scorched earth had 'em
Join me in my quest to revive the mods! support the mods, and join more servers!

Death to all who oppose me.


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 Post subject:
PostPosted: Tue Jun 12, 2007 4:17 am 
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Willis wrote:
Sounds like the classic Scorched Earth version of the Lazy Boy?


something already invented, just isn't in the default mod due to...
err.. anyone know??
most mods have homing missiles of some form, you just haven't
been in any lately.. nudge nudge. :P
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