With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
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Did Anyone Order A Cannonball

Postby Dred » Fri Jan 15, 2010 6:20 am

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:D
This is a quick cannonball model that I made it has some smoothing on it. Please let me know if you like it. Here's the link http://ifile.it/kpe9yxg/sg_cannonball_0.1.md3
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Postby gunner joe » Fri Jan 15, 2010 1:35 pm

well why would SG need a cannonball?
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Postby SmokeyBacon » Fri Jan 15, 2010 1:47 pm

Well we already have cannons on some maps. It might be cool if one fired a cannonball into a wall and broke it down or something, for a future BR map.
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Postby ReD NeCKersoN » Fri Jan 15, 2010 5:05 pm

Indeed! With our new, shooter entities in place this could come in handy. Might also be good to have one or two just lying near a cannon for visual appeal.
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Postby mLy! » Fri Jan 15, 2010 5:32 pm

Or players could 'call in artillery' to have some canon balls shot at an enemy camping position :p
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Postby dbozan99 » Fri Jan 15, 2010 10:14 pm

mLy! wrote:Or players could 'call in artillery' to have some canon balls shot at an enemy camping position :p


I like that idea, but it would be quite unfair....
Although you could combine that and the "shoot down a wall" idea for long range blastin'!
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Postby Sucalakafufu » Fri Jan 15, 2010 10:37 pm

it sounds like a sweet idea if we could get this to work :D maybe not for certain gamemodes (such as DM) but it may work for BR with restrictions :)
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Postby ReD NeCKersoN » Fri Jan 15, 2010 11:09 pm

LOL, no artillery I'm afraid. This is a spaghetti western, not Battlefield.
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Postby Pardner » Sat Jan 16, 2010 12:22 am

Waaa..... :( no atterilery?
Start of video:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/tWyLUgCPXqU&hl=en_US&fs=1&color1=0xe1600f&color2=0xfebd01"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/tWyLUgCPXqU&hl=en_US&fs=1&color1=0xe1600f&color2=0xfebd01" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

and at 6:35
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/MM1ndoXUrxA&hl=en_US&fs=1&color1=0xe1600f&color2=0xfebd01"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/MM1ndoXUrxA&hl=en_US&fs=1&color1=0xe1600f&color2=0xfebd01" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

The problem I see is that mappers cannot control how the cannon ball moves in the map. That is determined by the annimation (with Tequila's model animation for 1.1). The cannon ball would have to be reanimated for each map in order to do attilery. Also, isn't there already a sphere patch mesh in Radiant and in Q3? I am pretty sure you can have a patch mesh in a func_triain or a func_door.

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Postby ReD NeCKersoN » Sat Jan 16, 2010 3:54 am

Shooter entities can be controlled. Sphere patch mesh isn't practical for most applications imho. Too much performance hit.

Artillery might fit a map that's designed for it. But we don't have any. Hard to say what fps would be like too.
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