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 Unmanned Aerial Vehicles (B23 only) 
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Joined: Sat Jul 11, 2009 10:03 pm
Posts: 3
Location: Hiding in a tree mooching ur wifi!
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Post Re: Unmanned Aerial Vehicles (B23)
i luv these man though i hafta agree with every1 else on this mod about faster turning and the animation when doing a flip
also how were u able to do that in scene editor? i would luv to know.

11/10 To awsome fur 10


Fri Aug 14, 2009 3:06 am
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Post Re: Unmanned Aerial Vehicles (B23)
we need a chainsaw attachment :smile:


Fri Aug 14, 2009 5:28 am
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Post Re: Unmanned Aerial Vehicles (B23)
I like this a lot, but the Cruise Missile feels too weak. I love flying it into the enemy, but the result never fully satisfies. I gave it 4x the power and I'm happy with that. The UAVs feel basically right, but I'm still no good aiming the guns.

mbbird wrote:
we need a chainsaw attachment :smile:

That's a pretty badass UAV idea right there. And a digging missile would be pretty darn cool. I guess it would need to explode on click rather than (or in addition to) crash.


Fri Aug 14, 2009 8:42 am
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Post Re: Unmanned Aerial Vehicles (B23)
Needs a global key customizer.
EDIT:
What's with the screen occulsion modification?


Fri Aug 14, 2009 9:09 am
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Post Re: Unmanned Aerial Vehicles (B23)
Erahgon wrote:
Would it be possible to make the plane sprite undergo an animation while doing a loop, to appear that the plane does a 180 degree flip around the nose (about the x-axis), so that it doesn't look wonky while changing directions?

I agree this would look a lot better, but doing the sprites turned out to be much too difficult for me.


mail2345 wrote:
What's with the screen occulsion modification?

It is a hack to be able to look in front of the UAV, rather than always having the camera centered on it. This cause problems sometimes, so if you want to reset occlusion just select the buy menu.

A global key customizer is now on the to do list.


Sat Aug 15, 2009 8:56 am
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Joined: Thu Dec 20, 2007 3:13 am
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Post Re: Unmanned Aerial Vehicles (B23)
I am an olympic grade lurker coming out into the sunlight just to say that this mod is awesome. I've played a few flight sims and flying the UAVs makes sense to me -- it feels a little like driving something big, powerful, but a little clunky, like an early jet bomber. You can get loops and some other fancy flying out of them, but only with practice and in the right circumstances. That just makes it more fun and challenging. High-drag bombs were a great choice for a weapon system here, btw.

I wouldn't necessarily say no to the option of tighter turning. Just keep at least one ship the way they are now. What I would love to do is increase the ROF of the slightly dinky machineguns and cannon... but I can't find "rateoffire" anywhere in your .ini files and I don't know enough Lua to look for something similar in the lua files. I messed with the projectile rates and speeds, just for laughs, and now my UAVs fire rings of hypersonic darts. Bit overpowered, but fun.


Sun Aug 16, 2009 6:14 am
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Post Re: Unmanned Aerial Vehicles (B23)
I demand an update! A few ideas...

-A chaingun mount on a UAV that doesn't have an MG would be cool, A-10 Warthog style.
-Chainsaw mount too.
-Carpet bomb, not just cluster bomb?
-Bunker Buster, drills a whole through a 1x1 cube and then explodes.
-Homing missiles, less than rockets just they home in and maybe a little bit more boom.

Should make the current MG a little more powerful, and there's not enough cluster bombs. Maybe 6-8? I don't think this is supposed to be too realistic is it?


Thu Aug 20, 2009 7:59 am
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Joined: Sun Dec 24, 2006 11:28 pm
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Post Re: Unmanned Aerial Vehicles (B23)
mooncat wrote:
What I would love to do is increase the ROF of the slightly dinky machineguns and cannon... but I can't find "rateoffire" anywhere in your .ini files and I don't know enough Lua to look for something similar in the lua files.



I edited the UAV-D lua file, giving the 20mm cannon more ammunition by editing this:

Code:
   -- specific for this craft
   self.occlusion = 55
   self.payload = [b]1800[/b]


And upped the rate of fire by editing this:

Code:
function FireCannon(self)
   if self.DropTimer:IsPastSimMS([b]60[/b]) then
      self.DropTimer:Reset()


Also in common.lua you can find at the bottom:

Code:
function FireMG(self)
   if self.MGTimer:IsPastSimMS(45) then
      self.MGTimer:Reset()


I'm fairly certain by lowering that number you'll increase the RoF of all the UAV cannons.


Thu Aug 20, 2009 12:09 pm
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Post Re: Unmanned Aerial Vehicles (B23)
Just so you know, OP, functions are also defined as global, so you *might* not wanna define them without the self.

Although you do have a self argument which is seriously A+ work so it shouldn't matter much.


Thu Aug 20, 2009 3:01 pm
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Post Re: Unmanned Aerial Vehicles (B23)
Sweet... changing the self.MGTimer:IsPastSimMS(45) statement to 25 or so produces a gratifying river of lead. Doesn't wreck the terrain too badly, and chops up enemy troops pretty well. Many thanks Seraph.

For the amusement of the thread, the UAVs go great with Trading Center. There's tons of sky to mess around in, so pulling loops, recovering from stalls, gunning down enemy dropships, etc. are all significantly easier.


Sun Aug 23, 2009 12:33 am
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Joined: Sun Feb 10, 2008 11:38 am
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Post Re: Unmanned Aerial Vehicles (B23)
Is there anyway to decrease the rate at which bombs are dropped? i seem to drop almost all of them just by tapping the key. I tried changing self.DropTimer:IsPastSimMS() for the UAV to a higher number but it didn't do anything.


Sun Aug 23, 2009 6:01 am
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Joined: Mon Aug 24, 2009 4:00 pm
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Post Re: Unmanned Aerial Vehicles (B23)
This mod is great, i love it, but how would i sharp aim with the mouse? (noob question) :???:


Tue Aug 25, 2009 3:34 pm
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Post Re: Unmanned Aerial Vehicles (Updated 2009-09-01)
Screen shots of the new UAV.

Image
Image

Grif wrote:
Just so you know, OP, functions are also defined as global, so you *might* not wanna define them without the self.

Did not know that. Thanks for the warning.


Tue Sep 01, 2009 9:01 am
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Post Re: Unmanned Aerial Vehicles (B23)
smt923 wrote:
This mod is great, i love it, but how would i sharp aim with the mouse? (noob question) :???:

aim far away from your actor.


Tue Sep 01, 2009 10:34 am
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Post Re: Unmanned Aerial Vehicles (Updated 2009-09-01)
These are absolutely amazing. Both the UAVs and the turrets.
I could suggest two things, one is either make the UAVs cheaper or have their ammo regenrate at a slow rate. The second one is to ability to land.

Imagine you have this badass cliff base with a hangar and a runway where you can launch and return your ships into the hangar as enemies at a long range are advancing to you and you use the UAVs to take em out with some Topgun style action.

I suppose it could work the best by having a trigger (seperate button or a button sequence) that would deploy small landing gears with wheels beneath it, turning it into a small car-like vehicle that you can slowly move around along the ground and turn the plane just by pressing the opposite direction button. You could only enter the landing mode when your speed is low enough.


The mission that comes with the mod is superb. I'd love another one with you actually having a tiny base with your brain there where you can stage your attacking troops and transport them over the abyss to the enemy base with a dropship after the UVA has taken out the AA turrets.


Wed Sep 02, 2009 5:06 pm
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