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 Gunship (B23 only) 
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Data Realms Elite
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
No. It already kills Soldier Heavys in a matter of seconds.


Tue May 18, 2010 5:07 am
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Joined: Mon Mar 15, 2010 11:46 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
ZevN47 wrote:
I was wondering if anyone else thinks the MG Gunship shoots a little slow?



I dunno, it shoots like a bleedin' digger for me!

One second there's this guy...
Next second all there's left is chunks.


Tue May 18, 2010 9:04 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
ummm i need some help.

well with the bassalisk bunship the cannon shoots explosive rounds but like every 2-3 shots a normal bullet flies out!!! is there a way so only explosive rounds comes out???


Tue Oct 19, 2010 11:21 pm
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Loose Canon
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
It's a tracer round, so that you can more easily see where you're shooting. One sec, lemme root around in the code. I have no idea how this thing's weapon functions, so I have no idea how to help. But removing it will just decrease your accuracy, since the shells are hard to see in game.


Wed Oct 20, 2010 12:47 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Hyperkultra wrote:
removing it will just decrease your accuracy, since the shells are hard to see in game.


I realy dont care if it is harder to see i just want it gone cause it dont explode and it should esplode! and the shells are not hard to see at all. :razz:


Wed Oct 20, 2010 1:24 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Hyperkultra wrote:
But removing it will just decrease your accuracy, since the shells are hard to see in game.

Right because the 3 aiming dots are invisible....

Anyway: I'm pretty sure it's in one of the AEmitters, so it should be in the .ini file. Can't look into it right now, but will look it up when I get back from school.


Wed Oct 20, 2010 7:10 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
well thanks maart
but i need to know exactly what to delete so i dont mess up and kill this thin :(


Wed Oct 20, 2010 11:57 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
I think I've got it:
Go to the Gunship.rte/Actors/gunships and open BasiliskGunship.lua

Find this:
Code:
            local bulletType = "Cannon Flash HE"
            if self.ammo % 3 == 0 then
               bulletType = "Cannon Flash Tracer"
            end

And change the "Cannon Flash Tracer" into "Cannon Flash HE" that SHOULD fix it.


Thu Oct 21, 2010 4:54 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
thanks maart3n it finnaly works i o you 1


Sat Oct 23, 2010 3:33 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
I should so make a Gunship for Samus. Yeah I know how funny that seems coming from me, so deal with it because Metroid is awesome.


Sat Oct 23, 2010 4:08 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Hmmm... Minor necro here.

I'm wondering how hard it would be to take the AA Drop and turn it into a Mortar Drop? Because the Mortars in this mod rape everything.


Wed Nov 03, 2010 8:56 am
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DRL Developer
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
The Egotist wrote:
'm wondering how hard it would be to take the AA Drop and turn it into a Mortar Drop? Because the Mortars in this mod rape everything.
There used to be a Mortar Drop, but I took it out at the last minute because it was over powered.

To answer your question: Make a new instance just like the "SAM Site Drop" in the bottom of Crate.ini that runs its own copy of the DropSAM.lua script, and change the line of lua below to what ever you want to spawn.
Code:
CreateActor("SAM Site", "Gunship.rte")


Wed Nov 03, 2010 9:56 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
it wont work for me the same thing with the abort screen try fix
:(


Thu Dec 23, 2010 6:14 pm
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Data Realms Elite
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
maart3n wrote:
I think I've got it:
Go to the Gunship.rte/Actors/gunships and open BasiliskGunship.lua

Find this:
Code:
            local bulletType = "Cannon Flash HE"
            if self.ammo % 3 == 0 then
               bulletType = "Cannon Flash Tracer"
            end

And change the "Cannon Flash Tracer" into "Cannon Flash HE" that SHOULD fix it.

Fifth post above yours.


Thu Dec 23, 2010 8:26 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
wooden wrote:
it wont work for me the same thing with the abort screen try fix
:(

As I said to you in another topic, read the ♥♥♥♥ last pages before posting.

As someones' signature picture said: Read the ♥♥♥♥ thread before you ♥♥♥♥ post.


Thu Dec 23, 2010 8:50 pm
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