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 Unmanned Aerial Vehicles (B23 only) 
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Data Realms Elite
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Lambda wrote:
I hate to necro a thread, but has anyone given any thought on how utterly badass it would be to have a UAV with turrets on it that fire at targets AC-130 style?

I'll gladly hack up a sprite like I did with the Jericho UAV if you're willing to code it Abdul.

Now i'm interested. Waiting.


Sat Mar 27, 2010 10:33 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Perhaps it would be possible to make a type of UAV with a lower minimum flight speed, or a hovering mode.


Sat Mar 27, 2010 10:35 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
I'd like to see an Unmanned Harrier.


Sat Mar 27, 2010 10:38 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
I'd honestly envision it as working like the AA guns do currently. After all, they're pretty fast to lock onto a target which would leave room for different airspeeds.

Of course, it will probably fly a lot slower than the other UAVs to balance the pain it would bring down on your enemies.

As of right now I can see it with the AA cannon and the machinegun to save Abdul more work than what's needed.

Edit: Oh hey, crappy sprites!

Image

Image


Last edited by Hobbesy on Sat Mar 27, 2010 9:44 pm, edited 2 times in total.



Sat Mar 27, 2010 5:16 pm
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DRL Developer
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Or maybe with a triple barrel 20mm cannon?
Image


Sat Mar 27, 2010 9:12 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
As long as they explode!

Oh, I made the sprite a bit less shitty. :v

Image

Image


Sat Mar 27, 2010 9:28 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
That will work. Looks like there is going to be an "H" version.


Sat Mar 27, 2010 9:56 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
I PM'd you one with the laser hardpoint on it as well if you want to make one capable of shooting down projectiles or something.


Sat Mar 27, 2010 10:00 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
the aircraft one-ups-man-ship will soon come to the end

this is (albeit loosely and probably doesn't even have similar code at this point) on the plane.

I am going to outdo anything you can possibly imagine for CAS in a short while.


Sun Mar 28, 2010 4:24 am
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Loose Canon
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Since I'm not in the contest, I approve wholeheartedly. Please blow my mind out of the water.


Sun Mar 28, 2010 4:28 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
A good old fashioned arms race just like the modding corporations used to have? I'm starting to like this!


Sun Mar 28, 2010 5:53 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Grif wrote:
I am going to outdo anything you can possibly imagine for CAS in a short while.
This is good news, I'm looking forward to seeing what you have come up with. I also happen to have something in this category in the pipeline, by the way.


Sun Mar 28, 2010 8:11 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Iiiiin the red corner: the reigning champion - the titan of smitin', the hurtin' behind the curtain - Grif!
Iiiiin the blue corner: the incoming challenger - the doer of Lua, the heavy-loader coder - Abdul!


Sun Mar 28, 2010 8:42 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Finally we'll see good, honest, AERIAL combat in CC! All that's left is for weegee to make an Ace Combat-ish mission, and awesomeness level rises through the roof!


Sun Mar 28, 2010 9:55 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Incredibly awesome, incredibly usefull and... incredibly hard at the same time.

Keeping the bird in the air ain't the problem, it's FLIPPING IT around with a JERICHO MISSILE that keeps blowing it to 50000 tiny bits for me.

I thought you could view/control the jericho missile, but I keep failing.

The AA turrets are a little bit... way over extreme. They can pretty much blow me to bits if I'm to the side of them too, and that is between the 60-90 degrees angle. I wanna bet if I hang one in the air it can do a full 360 shootout, and I ain't damn near fast enough to dodge any incomming attacks.

The radar is really innovative, and can help you out in alot of situations where you have no idea where you're flying at all, like about to crash into a wall or something.

It's hard to make use of it in non-looping areas, as turning will most likely pancake you into the nearest floor, if the bomb you strapped onto it doesn't detonate like the Jer-Miss.

That said, the machineguns are awfully weak, I had to tweak 'em myself. I'm pretty sure nobody, not even a robot'd survive a hailstorm of 15 rounds comming from that thing.


Well, apart from that I'm having a hard time thinking of ways to improve this, much...

Maybe some way to see what exactly you're spawning with? I mean those icons are neat but I have no idea what the hell they 're for, what they do and what their power is. Ooh, a missile, that's nice. Ooh, three small missiles that look exactly the same as the other one, lets try that one and realise they pretty much make a nice popcorn-ish pop noise compared to the AA-gun that just shot a hole in my a- tail.


... yeah, I got annoyed by that the most...


The AA turrets just seem so damn overpowered, I bet they can take out the mothership single handedly... or... single... turretedly...


Eitherway, this mod is incredibly awesome, and I want your babies.
I'ma pass back out now.

EDIT;


Also, the cruise missile dissapears if you hold it under a certain angle. (Straight down, and a little bit to the wrong side you're going.)


Sun Mar 28, 2010 11:17 am
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