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 Spartan Rocket - finished 
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Joined: Sun Apr 29, 2007 11:31 pm
Posts: 123
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Post Re: Spartan Rocket - finished
I just noticed going in reverse and punching the foward thrust at the same time makes the rocket hover in place. :smile:
The normal rocket doesn't do it too good. These flames are insane.


Wed Apr 02, 2008 12:24 pm
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Joined: Tue Jul 10, 2007 1:05 pm
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Location: manila, philippines
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Post Re: Spartan Rocket - finished
I like this rocket, the sprite, gibs, and the cool onboard weapon, though sometimes I find it useless, cause I find myself having the rocket explode because of its weapon.


Wed Apr 02, 2008 12:40 pm
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Joined: Wed Feb 27, 2008 6:07 am
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Location: Austin, Texas
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Post Re: Spartan Rocket - finished
numgun--hmmm... i did not notice that WillIdle boolean in there. i tried setting it to 1 and taking it out completely, but i don't think it really has an effect. i'm not sure rocket legs really have an idle animation, so who knows. and ExitInterval is always commented out, even on the Rocket MK1. i tried experimenting with it a while ago, and it does some veery strange things. it disables the legs, gets rid of anything you put in with AddInventory and disables proper gibbing. i think it's a vestigial value from before build 20, effectively turning the rocket into a pre-build 20 rocket o. o
neither of them affect the delay before hatch opening, though. nothing does, except making the rocket shorter. that helps a tiny bit.
and thanks, i'm quite proud of the vent animation :D

spoot knight--glad you noticed that. it was interesting finding a way in which all of the thruster vents could be open at the same time without intersecting and looking weird.

zyrex--yeah, rockets are usually used at the customer's risk.. not very stable devices :evil:


Wed Apr 02, 2008 5:53 pm
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Joined: Sat Jan 12, 2008 3:05 pm
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Post Re: Spartan Rocket - finished
I think this may be my first post, i can't remember how long i've been lurking here! so firstly, Hi to everyone here :smile:

systmh, this is now my default rocket. absolutely awesome..

My only suggestion is, it would be great to be able choose wether or not to fire the weapon upon landing.

Awesome job, i look forward to downloading more of your work :bow:


Wed Apr 02, 2008 6:43 pm
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Joined: Wed Mar 28, 2007 9:02 pm
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Location: Somewhere. Nowhere.
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Post Re: Spartan Rocket - finished
It would be good, but I dunno if you can do that without making 2 different rockets.


Wed Apr 02, 2008 10:04 pm
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Joined: Tue Jan 01, 2008 5:56 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Spartan Rocket - finished
Just an opinion really, but does any rocket really need downward thrusters? Maybe this could trigger that effect instead of the hatch opening. It might be a bit more user-friendly.

Then again the rocket is finished.


Thu Apr 03, 2008 12:56 am
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Post Re: Spartan Rocket - finished
I use downward thrusters quite often.


Thu Apr 03, 2008 3:06 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Spartan Rocket - finished
For a... smooth landing?


Thu Apr 03, 2008 6:54 am
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Post Re: Spartan Rocket - finished
i do think i'm going to keep the weapon as an inventory item instead of assigning it to a thruster, because that allows the AI to use it automatically when it delivers cargo. that and trying to maneuver around and shoot at the same time is really awkward with the weapon being the W key. plus, limiting the amount of ammo would be more complicated. et cetera.

however, internets will be awarded to anyone who can figure out the AI hatch delay.
i'm pretty much stumped on that.


Thu Apr 03, 2008 7:42 am
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Post Re: Spartan Rocket - finished
What about a comprimise with the weapon..

Is it at all possible to keep the rocket hovering while the weapon is fired, and then land and dispatch the cargo?

This would stop the self harm to the rocket and look much more impressive i think! maybe just one burst of the weapon would be better, and the rocket maybe wouldn't have to hover?

Just a suggestion :grin:


Thu Apr 03, 2008 10:33 am
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Joined: Sun Apr 29, 2007 11:31 pm
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Post Re: Spartan Rocket - finished
Ok...this is interesting.
I was goofing around with the rocket again (I freaking love this thing) it randomly blew up, started blinking like dropships without engines do.

I have an idea that -might- be good.
No wait...that would mean making two drop off points...damn.
I would have said make something like a bomb, but it automatically explodes when it's released, and put it in the Misc. tab on the buy menu, to say it's the fuel injection put into the rocket, so you can have the fuel release when you want, or you can just use it as a standard rocket.


Thu Apr 03, 2008 10:42 am
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Post Re: Spartan Rocket - finished
New version looks awesome, got my dl again!


Sat Apr 12, 2008 9:58 am
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Joined: Thu Jan 15, 2009 9:42 am
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Location: Gotland, Sweden
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Post Re: Spartan Rocket - finished
It doesn't work for me.

RTE Aborted! (x_x)
Abortion in file .\System\Reader.cpp, line 530, because:
Could not match property in Spartan Rocket.rte/Gibs.ini at line 232!

It looks fantastic, so I am a little sad because of this.


Tue Mar 17, 2009 5:30 pm
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Joined: Mon Jan 12, 2009 10:16 pm
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Post Re: Spartan Rocket - finished
Sludgecrawler wrote:
It doesn't work for me.

RTE Aborted! (x_x)
Abortion in file .\System\Reader.cpp, line 530, because:
Could not match property in Spartan Rocket.rte/Gibs.ini at line 232!

It looks fantastic, so I am a little sad because of this.


Thats because it is for B21 I think :???: . If you wan't it to work run it through the converter. :P


Tue Mar 17, 2009 5:34 pm
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Post Re: Spartan Rocket - finished
Yay, it works now. Thank you.
I did not even know a converter existed.


Tue Mar 17, 2009 6:13 pm
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