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Striker VX
Moderators: DaFool, Dutchygamer
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Apr 19, 2009 1:36 am    Post subject:  Striker VX Reply with quote  Mark this post and the followings unread

The Empire has created a multiroled unit that serves as both an anti-ground helicopter and an anti-air ground unit. It walks on two feet, and can do a sumersault into the air and deploy into a helicopter. The uses of thes machine seem very vast, but rested assure, it has weak armor, is slow, and totally won't be spammable in Invasion Confirmed.

I just got this one ingame. I haven't animated it yet, and I haven't done the helicopter version either.



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Apr 19, 2009 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Reminds me of many Spore creations. But hey, the overall quality is pretty good.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Apr 19, 2009 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

For something that looks really weird, it looks good.

...it looks like a chicken #Tongue

Last edited by Orac on Mon Apr 20, 2009 11:16 pm; edited 1 time in total

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AltomareXD
General


Joined: 22 May 2008

PostPosted: Sun Apr 19, 2009 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Shouldn't the rockets tilt upwards? I mean, it's an AA.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Apr 20, 2009 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the who vehicle can pivot at the hips I guess, so adding multiple points on the vehicle where it can pivot might not be a good idea as many moving parts=many things that could go wrong.

Anyways, I got the flying version of it and it works like a charm. You build the walker, select it, and just like the nanocores and other transforming units, hit a button (the hotkey for which is 'd') and it will turn into the helicopter version and float up into the sky. You do the same thing for it to turn back into the ground state, only (and I find this funny) it will turn back into the ground state in the air, and then fall to the ground and land. It takes a little bit of damage, but I'll see what I can do about it.



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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 20, 2009 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

So.... When it deploys into a walker, it takes damage? Confused
Flying state looks good - nothing wrong with it.
BTW, is it possible to have an animation between deploy and undeploy?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Apr 20, 2009 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't make it that way, it's just that a thing that cannot fly is created far above the ground (aka the helicopter is replaced with the mech), so the only thing it can do is fall, which means it takes damage.

The only way I think I can make an animation would be if I made a third unit, an inbetween for the walker and the copter, and have that unit have a life span of whatever the animation length be, and upon completion it turns into the next unit. That might also be able to fix the damage taking part, but I guess I'll figure it out as I go along.

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