Posted: Mon Sep 28, 2009 5:39 am Post subject:
G.D.I. Firestorm Cannon.
Subject description: Special ground defence.
Firestorm Cannon
Strength: Medium
Armour: Medium
Cost: 1400
Power: -60
The Firestorm Cannon is a recent development in G.D.I. Defence. Originally derived from technology used for keeping Tiberium at bay, the Firestorm technology quickly found use as an offensive weapon. When an enemy comes within range the Firestorm Cannon will engage a constant Firestorm stream at the enemy which is devastating lethal for infantry and highly effective against ground units. _________________ QUICK_EDIT
Awesome dudes! If the front was sloped it'll look epic I like the "exhaust". _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Wed Sep 30, 2009 4:22 am Post subject:
you're both wrong.
H.D.S.B.T.A.B.M.F.G
Translates as:
Holy Dickshits, Batman! That's A Big Motherztyping Gun! _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
I always thought about adding such a thing to my personal mod. But due to the following balancing problems i've never done it.
-a Firestorm weapon is afaik an instant kill weapon, regardless of the targets size (too powerful to be a base defense)
-It would need the power generated by the FS generator, so it can fire only while the FSdefense is active. Though unfortunately isn't there such a logic.
I hope you can fix these issues and find a solution that doesn't only looks like a uber-railgun with bigger particles.
lol LKO, I think this Firestorm cannon just shoots blobs of Firestorm at people like you would fire AP shells at tanks. _________________ Please, read the signature rules of the forum. QUICK_EDIT
I hope you can [..] find a solution that doesn't only looks like a uber-railgun with bigger particles.
But i understand that the TS engine has its restrictions, so i doubt there can be done something completely new.
For example, it would be cool if you could use the FSdefense ChargeToDrain logic in combination with the EMP logic, thus having a superweapon that fires a constant beam in a certain direction as long as the energy for the SW isn't depleted.
*damn, i really have to test this and hope you forgive me, if TI suddenly has a weapon with this logic, in the case this really works* _________________ SHP Artist of Twisted Insurrection: Nod buildings
Hmm, Starcraft 2 has since been released (lol), this reminds me a lot of Terran designs. Luckily they rock. Hope to finally see this in SHP form... QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Thu May 05, 2011 5:25 am Post subject:
I was bored and gave a good 20 minutes of messing around with the concept. I have no idea how big that thing is supposed to be so I'd guess it was a 4x4 building like the Obelisk of light. I have no plans for this model so if you want it Morpher, feel free to PM, even though I'm sure theres probably model in existence already in staff.
firestorm cannon.png
Description:
Filesize:
100.21 KB
Viewed:
21515 Time(s)
_________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Thu May 05, 2011 8:33 am Post subject:
Either the armor should be closer to the turret, or it needs a larger base. Otherwise a good model _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Thu May 05, 2011 9:20 am Post subject:
Made a quick update after the suggestions. turret base is larger with the Ion, err... firestorm jet exhaust on the side. Well it was fun, if you guys want the model, its your call.
Model can also be used in C&C: 3
has 3966 triangles and 2071 vertices.
firestormcannon_A1.png
Description:
Filesize:
125.98 KB
Viewed:
21462 Time(s)
_________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
I've done turret work before, but I don't have access to TO textures to do the texture work. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri May 06, 2011 8:32 am Post subject:
shoot me the model in .max format. I'll take a look at it and texture it this weekend. (please, TO team, remind me to do this, lest i forget) _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Fri May 06, 2011 8:56 am Post subject:
Alright, its a go go! . I'll send it shortly to your inbox, in 3DS Max 2010 version. Anywho, I didn't posted this in the staff forum because I left the staff list during my long absence (cause old compy died) and don't have staff access.
@ Orac: Thanks buddy _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Looks cool though IMO the barricades should be sloped inwards from the ground towards the building. Looks a little strange with them just sticking out of the ground the way they are. QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Sun May 08, 2011 12:02 am Post subject:
The blue background is there to show the visible parts. The Anti-aliasing was intentional because its not final without textures and a good measure to prevent stealing. _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Personally I'm not a fan of SHP turrets aside from AA structures. Especially for something that shoots a linear projectile, it will look stupid on sloped terrain. _________________
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum