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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: [WIP] Extended Core Factions (3 items and rising)
Look up two posts, Asklar. New rockets lookin' good. If you really intend on having an Armed version of the Coalition Dropship available, I'd suggest looking at UniTec - the Mammoth Dropship has a pair of light guns attached to it.
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Wed Jun 13, 2012 11:47 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: [WIP] Extended Core Factions (3 items and rising)
Ah, didn't check. I just saw the topic and instantly though on commenting it.
Anyway, this mod looks pretty good. And it would be good to see this ending well, not like what sadly happened to the Combined Forces.
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Wed Jun 13, 2012 11:49 pm |
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RHONON
Joined: Sun Mar 07, 2010 6:23 am Posts: 46
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Re: [WIP] Extended Core Factions (3 items and rising)
You're doing good work, man. Keep on keeping on.
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Thu Jun 14, 2012 1:27 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: [WIP] Extended Core Factions (3 items and rising)
RHONON wrote: You're doing good work, man. Keep on keeping on. What he said. Looking very good indeed!
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Thu Jun 14, 2012 2:06 am |
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Nick123q23
Joined: Thu Jun 14, 2012 2:13 am Posts: 24 Location: Inside a warblimp, blowing up your house.
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Re: [WIP] Extended Core Factions (3 items and rising)
Normally im a lurker, but i signed up just to tell you that this mod is awesome, i hope you can make more things, im looking forward to the rest of the coalition.
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Thu Jun 14, 2012 2:23 am |
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ROFLtheWAFL
Joined: Fri Dec 24, 2010 12:43 am Posts: 23
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Re: [WIP] Extended Core Factions (3 items and rising)
How would one go about replacing the Coalition Loadout crafts with the ones here? Do I just... Code: DeliveryCraft = ACDropShip PresetName = Coalition.rte/DropShip
or is it a more involved process?
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Thu Jun 14, 2012 3:52 am |
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posixoddity
Joined: Thu Jun 14, 2012 5:50 am Posts: 3
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Re: [WIP] Extended Core Factions (3 items and rising)
akblabla made a really nice Whitebots replacement, that actually adds actors, weapons and some bombs. Here is a link, it is not compatible with the current build, but I posted a few minutes ago with a quick fix. Here is a link to akblablas mod: viewtopic.php?f=61&t=17913
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Thu Jun 14, 2012 6:06 am |
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Adecristo
Joined: Wed Jun 13, 2012 12:03 am Posts: 20 Location: Poland
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Re: [WIP] Extended Core Factions (3 items and rising)
ROFLtheWAFL wrote: How would one go about replacing the Coalition Loadout crafts with the ones here? Yeah, you do it just like you've said. To be precise, the craft's preset names are as follow: - Big Cargo Rocket: Code: DeliveryCraft = ACRocket PresetName = Coalition.rte/Coalition Cargo Rocket - Small Cargo Rocket: Code: DeliveryCraft = ACRocket PresetName = Coalition.rte/Coalition Cargo Pod - DropShip: Code: DeliveryCraft = ACDropShip PresetName = Coalition.rte/Coalition Drop Ship
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Thu Jun 14, 2012 10:38 am |
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Kynrael
Joined: Thu Jun 14, 2012 3:48 pm Posts: 3
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Re: [WIP] Extended Core Factions (3 items and rising)
Awesome work Adecristo. Seeing that defense turret in the roughs had me thinking about modding CC to have it, but I never came around to it. I really recommend changing the loadouts in your mod though, that's what the AI use. It definitely gives a different vibe to Coalition forces (my favorite by the way, so thanks again for this mod )
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Thu Jun 14, 2012 3:56 pm |
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Adecristo
Joined: Wed Jun 13, 2012 12:03 am Posts: 20 Location: Poland
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Re: [WIP] Extended Core Factions (4 items and rising)
Thanks for support, Kynrael. I'll take a look at the loadouts tomorrow and add them in with another update I've just added the loadout file, you can download it from the bottom of the first post. Posixoddity, I'm aware of this mod and thought of working on it, but I'll leave Techion (Whitebots) to after all the already planned work has been done. To all those who didn't notice, I've just added the stationary cannon. I've worked on it half the day, made it a real damn mess, but hey - it works! (Somewhat, somehow). It's based heavily on the AndroidArt's Concept Art, but I scaled it up so it can be a real kicker instead of a simple corridor defense like the already-existing Gattling Turret. I'll buff it up later to make it have a shooting animation (the gun sliding in and out with every shot to minimize the recoil force on the turret base) and maybe add a flak cannon version. It'd be cool and quite easy to mod into the code. Check it out and let me know of any issues you might find. (Yeah, I know it can one shot selfkill if it shoots straight into it's concrete base. Also, the bullet explosion gibs are really fast and really deadly - be wary of all the ricochets.) Have fun and check the thread tomorrow, maybe something new will be added. Cheers!
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Fri Jun 15, 2012 1:24 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: [WIP] Extended Core Factions (4 items and rising)
This creates some kind of load error; having removed a loadout with no preset name from loadouts.ini after getting an abort (could not understand preset type) at loadouts.ini line 40, I get an abort at index.ini line 10, which is blank, of the same variety.
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Fri Jun 15, 2012 2:40 am |
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Nick123q23
Joined: Thu Jun 14, 2012 2:13 am Posts: 24 Location: Inside a warblimp, blowing up your house.
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Re: [WIP] Extended Core Factions (4 items and rising)
How would you throw in a single actor without including the rest? you added a turret, and i don't need to duplicate the crafts.
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Fri Jun 15, 2012 7:23 am |
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glata10
Joined: Sat Sep 10, 2011 11:24 am Posts: 18
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Re: [WIP] Extended Core Factions (4 items and rising)
This looks so awesome, but I think I'll wait for more stuff.
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Fri Jun 15, 2012 8:43 am |
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Adecristo
Joined: Wed Jun 13, 2012 12:03 am Posts: 20 Location: Poland
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Re: [WIP] Extended Core Factions (4 items and rising)
The Fat Sand Rat wrote: This creates some kind of load error; having removed a loadout with no preset name from loadouts.ini after getting an abort (could not understand preset type) at loadouts.ini line 40, I get an abort at index.ini line 10, which is blank, of the same variety. Oh god sorry, I didn't notice an error in the file. I've reuploaded working file, here's the link: http://www.mediafire.com/?jv9o2p609du1lspNick123q23 wrote: How would you throw in a single actor without including the rest? Well then, just copy the Actors/Cannon folder from my download and add these two lines to the Actors.ini: Code: IncludeFile = Coalition.rte/Actors/Cannon/StatCannon.ini IncludeFile = Coalition.rte/Actors/Cannon/BunkerModule.ini
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Fri Jun 15, 2012 10:03 am |
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Kynrael
Joined: Thu Jun 14, 2012 3:48 pm Posts: 3
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Re: [WIP] Extended Core Factions (4 items and rising)
Ahah a pretty awesome bug happened to me. I was playing around with the static turret (awesome btw), and firing into the concrete i blew the turret cannon away... And realised I could take it as a weapon.
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Fri Jun 15, 2012 10:43 am |
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