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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Superheavy dropship: The Bethesda
Joesycop wrote: I really dislike it because I dislike any dropship ( any craft ) with guns or turrets on it. That sure is relevant, interesting and educational. I am sure that everyone on this forum cares a whole lot.
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Wed Apr 07, 2010 4:44 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Superheavy dropship: The Bethesda
What? Oh yeah, they definately care.
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Wed Apr 07, 2010 6:42 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Superheavy dropship: The Bethesda
That post I cared about most of ALL lol
Did you ever get the gold cost issue worked out? (the one where you wanted it to charge 750 but give you 250 back upon return)
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Wed Apr 07, 2010 7:23 am |
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Buttlord
Joined: Tue Apr 06, 2010 1:30 pm Posts: 5
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Re: Superheavy dropship: The Bethesda
Point.blank wrote: I'm pretty sure this is a result of the GibImpulseLimit of the ship itself, and the JointStrength of the attachables. Increasing both variables should increase it's resistance to impact damage, and decreases the likelihood of losing turrets and attached things. That helped me at least allow the ship to ram into other things and survive, Though the main problem is that, while it survives my destruction derby escapades, it will flip over. The other dropship's engine immediately explodes and it starts spiraling out of control, and then the bethesda decides to follow suit even though both engines are perfectly intact and not even smoking. Even sometimes from other things it'll just flip over. derp. I'm not entirely sure if this is because of the size and width of the ship, but I don't really think the other dropships are that prone to just flipping over. And now I've noticed that it seems incredibly fragile just from small arms fire. I donno maybe I'm wrong but it just seems really weird that you can plink away at the thing and it gibs at 50 health. I mean one or two shitheads with aks or whatever killing it just seems kinda stupid. I just picture this ship as almost like a mothership; I mean it's certainly big enough to be and it already has turrets. Just this bigass ship that just slowly cruises around the battlefield as an everlasting presence that never really leaves and has great staying power. I also want the actual engines and what not to gib only when sufficient force is applied. I'm under the assumption if I raise the GibImpulseLimit and Jointstrength of the smaller dropships, the bethesda would need to be going at least a little bit faster to immediately destroy their engines. However they would still just tap into each other and both engines would just disintegrate immediately, right? Same if the bodies collided regardless of speed; they'd both explode instantly even though they're going 5mph.
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Thu Apr 08, 2010 8:29 am |
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Joesycop
Joined: Mon Oct 19, 2009 9:04 am Posts: 302 Location: Under Your Bed
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Re: Superheavy dropship: The Bethesda
Grif wrote: Joesycop wrote: I really dislike it because I dislike any dropship ( any craft ) with guns or turrets on it. That sure is relevant, interesting and educational. I am sure that everyone on this forum cares a whole lot. Why grif? I see other people make totally irrelevant posts but you don't make fun of them. So why do you do it to me everytime i post?
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Thu Apr 08, 2010 8:54 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Superheavy dropship: The Bethesda
Buttlord wrote: Though the main problem is that, while it survives my destruction derby escapades, it will flip over. The author has not visited the forums in a few months so I decided to post a small improvement to this awesome dropship without his permission; stabilizing lua-code. Find the file Dropship.lua and replace its contents with this: Code: function Create(self) --working variables self.Turret = {} --create the turrets self.Turret[1] = CreateACrab("Coalition Small MG Turret") self.Turret[1].Offset = Vector(-105,-10) self.Turret[1].Team = self.Team MovableMan:AddActor(self.Turret[1]) self.Turret[2] = CreateACrab("Coalition Small MG Turret") self.Turret[2].Team = self.Team self.Turret[2].Offset = Vector(105,-10) MovableMan:AddActor(self.Turret[2]) end
function Destroy(self) for i = 1, #self.Turret do if MovableMan:IsActor(self.Turret[i]) then if self.Pos.Y > -50 then self.Turret[i]:GibThis() else self.Turret[i].ToDelete = true ActivityMan:GetActivity():ReportDeath(self.Team, -1) end end end end
function Update(self) --update turret spatial properties for i = 1, #self.Turret do if MovableMan:IsActor(self.Turret[i]) then --basic turret position upkeep (so it doesn't fall at 999999m/s) self.Turret[i].Vel.X = 0 self.Turret[i].Vel.Y = 0 --update turret position self.Turret[i].RotAngle = self.RotAngle self.Turret[i].Pos = self.Pos + self:RotateOffset(self.Turret[i].Offset) end end -- Stabilize if self.RotAngle > 0.2 then self.AngularVel = self.AngularVel - 0.02 elseif self.RotAngle < -0.2 then self.AngularVel = self.AngularVel + 0.02 else self.AngularVel = self.AngularVel * 0.99 end end
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Thu Apr 08, 2010 9:10 am |
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Buttlord
Joined: Tue Apr 06, 2010 1:30 pm Posts: 5
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Re: Superheavy dropship: The Bethesda
I guess that's better? Honestly I don't even know; I did manage to bust another dropship up and it survived. However something stupid will happen like a door will land on it, and it'll still flip over. Once it flipped over 2 or 3 times, landed on the ground rightside up. When I attempted to lift off, it began to cartwheel several times along the ground before stopping upside down and finally dying. Edit: Further testing (ie: being retarded) seems to show that now it just flips over *more violently* after hitting another ship lol.
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Thu Apr 08, 2010 10:30 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Superheavy dropship: The Bethesda
Play around with the numbers a bit. It will be rock solid with the values below. Code: if self.RotAngle > 0.2 then self.AngularVel = self.AngularVel - 0.2 elseif self.RotAngle < -0.2 then self.AngularVel = self.AngularVel + 0.2 else self.AngularVel = self.AngularVel * 0.95 end
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Thu Apr 08, 2010 11:02 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Superheavy dropship: The Bethesda
Joesycop wrote: Why grif? I see other people make totally irrelevant posts but you don't make fun of them. So why do you do it to me everytime i post? The problem wasn't lack of relevance, more excess of stupidity. Few people wish to know that you dislike this mod for an extremely poorly defined reason whilst offering no helpful suggestions whatsoever.
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Thu Apr 08, 2010 12:12 pm |
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Zoroaster
Joined: Sun Dec 06, 2009 11:54 pm Posts: 85
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Re: Superheavy dropship: The Bethesda
The dropship is quite solid; but why does the turrets have to die (A.K.A. I get 2 added to the death counter on my side) when I return the dropship? D:
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Thu Apr 08, 2010 8:48 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Superheavy dropship: The Bethesda
...
Cause it hasn't got anything that makes the two deaths disappear?
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Thu Apr 08, 2010 9:19 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Superheavy dropship: The Bethesda
Zoroaster wrote: The dropship is quite solid; but why does the turrets have to die (A.K.A. I get 2 added to the death counter on my side) when I return the dropship? D: Oh, you really care about the death count? XD I dunno I stopped caring since the Drone hive in AAL made the death count go crazy. So yeah the why would be because its a mod, and people that do mods don't really care about the death count.. most of the time. Its like one or the most useless feature in CC because usually you don't really care about how much peons got killed since they die so fast. Modders won't really care about a unaccurate feature unless they want their mod really really Perfect. Btw I already said that this dropship is awesome somewhere?
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Thu Apr 08, 2010 9:20 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Superheavy dropship: The Bethesda
Protip: Don't use AAL as a reference/standard. Also, Code: ActivityMan:GetActivity():ReportDeath(self.Team,-1);
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Thu Apr 08, 2010 9:22 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Superheavy dropship: The Bethesda
whitty wrote: Protip: Don't use AAL as a reference/standard. Also, Code: ActivityMan:GetActivity():ReportDeath(self.Team,-1);
Well... wasn't actually a reference, just a statement that I don't care about death count anymore lol. What's so bad about AAL anyway, this mod was awesome.
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Thu Apr 08, 2010 9:29 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Superheavy dropship: The Bethesda
Blocky, huge, basically two colors, overhyped, overpowered, etc.
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Thu Apr 08, 2010 9:30 pm |
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