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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Gunship R2 (Bugfix + custom gunship rte)
No. It already kills Soldier Heavys in a matter of seconds.
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Tue May 18, 2010 5:07 am |
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ajlw
Joined: Mon Mar 15, 2010 11:46 pm Posts: 67
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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.
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Tue May 18, 2010 9:04 am |
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ratatat11
Joined: Sat Jan 02, 2010 1:19 am Posts: 51 Location: kentucky
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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???
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Tue Oct 19, 2010 11:21 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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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.
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Wed Oct 20, 2010 12:47 am |
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ratatat11
Joined: Sat Jan 02, 2010 1:19 am Posts: 51 Location: kentucky
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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.
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Wed Oct 20, 2010 1:24 am |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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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.
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Wed Oct 20, 2010 7:10 am |
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ratatat11
Joined: Sat Jan 02, 2010 1:19 am Posts: 51 Location: kentucky
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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
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Wed Oct 20, 2010 11:57 pm |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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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.
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Thu Oct 21, 2010 4:54 pm |
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ratatat11
Joined: Sat Jan 02, 2010 1:19 am Posts: 51 Location: kentucky
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Re: Gunship R2 (Bugfix + custom gunship rte)
thanks maart3n it finnaly works i o you 1
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Sat Oct 23, 2010 3:33 am |
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Aran
Joined: Fri Oct 22, 2010 5:18 am Posts: 23
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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.
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Sat Oct 23, 2010 4:08 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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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.
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Wed Nov 03, 2010 8:56 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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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")
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Wed Nov 03, 2010 9:56 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: Gunship R2 (Bugfix + custom gunship rte)
it wont work for me the same thing with the abort screen try fix
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Thu Dec 23, 2010 6:14 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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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.
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Thu Dec 23, 2010 8:26 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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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.
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Thu Dec 23, 2010 8:50 pm |
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