UniTec (1.0.0 - CC1.0) - DISCONTINUED
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 Re: UniTec (B27_1.1.0)
Check this out? Mehman made a bomb-restocker for LFoW's War Zeppelin, I imagine it would be easy to change the autoreload system. I'm not sure if you'd be able to set it on the bomb yourself, but if you could, then the Raptor would still be useful as as a drop craft without bombs, or you could load it up in a bombing config. Hell, you could have multiple bomb types depending on whether you want to mess up advancing infantry or blow a hole in an enemy bunker... 
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Sat Jun 16, 2012 1:55 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: UniTec (B27_1.1.0)
Gotcha! wrote: -Nick123q23: Interesting... x) I didn't try the parachute with the tank yet. Will check tomorrow. I don't think I can fix it though. Smaller craft are just not meant to carry big stuff. Well, if you have two or 4 parachutes, they can bring down a tank (IRL) But that probably wouldn't work in cortex, or would it?
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Sat Jun 16, 2012 3:48 am |
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Malamo999
Joined: Fri Jun 01, 2012 10:59 pm Posts: 103
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 Re: UniTec (B27_1.1.0)
Gotcha! wrote: [...]but when it comes to lua I'm left clualess. I see what you did there. Great update, thanks! Will edit with feedback later on once I get a chance to test this out.  EDIT: I LOVE the idea of the parachute, but it seems to be a bit buggy. Some parachutes have spawned hundreds of meters above the battlefield and others have been just above the sky. I have run a few test campaigns, with 3 SHIELD AI, and they have only landed with the standard (base) dropships, although I think I remember once them using the UniTec ones. Why don't they use the parachutes/drop crates? The Translocator is amazing. Especially its camera function. I have yet to find any problems with it. I have also yet to find any problems with the Raptor, although I do think the ability to toggle the bombs on and off would be nice. (But I think you mentioned something about that already...) Oh wow, love the jet[back]packs.  Just what the Zealots needed. I love the new weapons, too, although some seem fairly... overpowered... for the price, but maybe that's just me? The explosive sniper was pretty well balanced. I can't say there was really anything wrong with it. Again, really great update. Cheers man!
Last edited by Malamo999 on Sat Jun 16, 2012 8:45 pm, edited 1 time in total.
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Sat Jun 16, 2012 10:20 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.1.0)
-Arcalane: Thanks, I'll go check that zeppelin out.  -Nick123q23: I think it'd be possible, with the aid of lua. I could also just make the tank+parachutes into a single-sprite craft and have it delivered similar to the Kanai. Will think about it. -Malamo999: Aww, you got me.
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Sat Jun 16, 2012 11:24 am |
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CC4E
Joined: Tue Jun 12, 2012 2:38 pm Posts: 8
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 Re: UniTec (B27_1.1.0)
Hi, i would only say, i love this mod 
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Sat Jun 16, 2012 1:20 pm |
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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: UniTec (B27_1.1.0)
Orbital drop tank? Holy ♥♥♥♥, i need to get me one of those.
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Sat Jun 16, 2012 1:21 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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 Re: UniTec (B27_1.1.0)
I'm getting a crash on loadup. When it reaches Presets.ini at line 100, it stops and crashes.
It happens every time and I can't figure out why. I'm using my own presets (6).
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Sat Jun 16, 2012 2:59 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.1.0)
How old is the presets.ini file you're using? A bunch of things have changed, so the game probably can't find several presetnames anymore. Best thing you can do is edit the shoplist.ini in v110.
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Sat Jun 16, 2012 3:06 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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 Re: UniTec (B27_1.1.0)
Ah sweet thanks!
Well now that it actually loads now, it doesn't actually use my presets. I opened the presets.wbf and pressed 6. But it still won't load my preset inventory.
EDIT:
Ah never mind, I figured it out. I have to buy from the UniTec tap and not from the shield tap. Do I have to change the presets for Shield separately?
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Sat Jun 16, 2012 3:57 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.1.0)
Yes, the presets for SHIELD are in UniTec_SHIELD.rte. You'll have to enable that .rte if you want to use SHIELD in the campaign. Same goes for Zealots.
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Sat Jun 16, 2012 4:05 pm |
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CC4E
Joined: Tue Jun 12, 2012 2:38 pm Posts: 8
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 Re: UniTec (B27_1.1.0)
I got a problem with this Mod... Every time i play a normal campain against the AI, every secound round the game crashes oO Only when i play with Unitech.
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Mon Jun 18, 2012 9:04 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.1.0)
Did you enable 'auto build' or whatever the option is called? (Unfortunately enabled by default for each map). When auto-building a bunker with any non-vanilla faction the game will crash. Not my bug to solve as far as I know. 
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Mon Jun 18, 2012 9:17 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 Re: UniTec (B27_1.1.0)
Gotcha! wrote: When auto-building a bunker with any non-vanilla faction the game will crash. Not my bug to solve as far as I know.  It's a loadouts/presets thing. I'm fairly sure I ironed out all the autobuild bugs in the 40K recomp, so it's not solely a non-vanilla thing. All I can say is... go over your loadouts/presets very carefully, ensure all of the presets specified are filled (so none get autoreplaced by culled clones/zombies) and that all of their equipment is correct. 
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Mon Jun 18, 2012 9:35 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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 Re: UniTec (B27_1.1.0)
So I just realized you had a new sniper lol
Anyways, it sort of bugs out when shooting long distances. The bullet/explosive sort of disappears randomly and/or doesn't explode at long distances. Not sure if this is supposed to happen but I'm guessing it isn't.
Also, the parachute is kinda weird. When I'm not controlling the actor, and it detects an enemy, it will detach from the parachute and start falling. And when it detaches, the parachute will continue to fall and when it hits the ground it doesn't disappear and just becomes part of the terrain, which can be kind of annoying since it will block actors.
And when you spawn with the parachute, it will spawn really high, offscreen and take forever to fall.
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Mon Jun 18, 2012 9:47 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.1.0)
@Arcalane: All loadouts are buyable when playing a campaign, no zombies there, so that can't be it.  If there were wrong presetnames in my loadouts then the game should crash. @LeonXross: You're right, the bullet should explode after a couple of seconds. I am sure I fixed it in the version I am using, which should be the same that's available for download. But I've had lots to do lately, so maybe I am just confused. Will be fixed in next update. Thanks!  The parachute... I didn't notice actors jumping out of their parachutes yet, but I'll test this. Quite annoying this would be and a valid reason to remove them. >_>' Sometimes it takes very long for the parachute to enter the screen. I have no idea why, since I dunno lua. Let's just say a sudden gust of wind keeps them from dropping. I'll try to fiddle with the script, see what comes out. Thanks. 
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Mon Jun 18, 2012 10:12 pm |
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