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Praetors
Joined: Wed Aug 05, 2009 7:05 pm Posts: 27
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Re: Gunship R1
My opinion: This is one of the best mods (and mission) I've played... I love the "Reality" of the Gunship control, and i have one question, Can you make the Transport (dropship) and Bomber versions? Another thing... i like the artillery canons, haha... i put 2 of that around my brain (and one sam site) and the enemy never can get close of my bunker hehe... Note: this is my first post on the forum, but I've been watching (and Donloading) for some time...
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Sat Apr 17, 2010 8:51 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Gunship R1
Quote: If it were more stable and less crash into the ground upside down-y, it would be awesome. If you just applied an angle limit to it, and maybe made that a seperate version so that people can still have the hardcore ones, it'd be perfect. You can update your gunship mod with this, if you want to be easier to control while keeping the ability to dodge.
Attachments:
File comment: Easy control version not made by original author.
GunShip.rte.rar [35.58 KiB]
Downloaded 237 times
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Sun Apr 18, 2010 8:12 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Gunship R1
What does it exactly do?
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Sun Apr 18, 2010 8:14 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Gunship R1
it helps stabilizing the gunship.
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Sun Apr 18, 2010 8:23 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Gunship R1
Does it give it an angle limit or what?
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Sun Apr 18, 2010 8:24 am |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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Re: Gunship R1
I played a lot with it in skirmish. When mastered controlling, it can perform neat sweeps. Can we buy the helipad in bunker build mode? I didn't notice. If yes, it will be a lot more carnage.*maniacal tirade starts here* Bring in your guided missiles and flak cannons npcs, it's raining death from above muhahaha!!! *maniacal tirade end*
Attachments:
File comment: Gunship protects base in skirmish, raining death to whomever gets close!
ScreenDump008.JPG [ 383.53 KiB | Viewed 5050 times ]
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Sun Apr 18, 2010 10:33 am |
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Praetors
Joined: Wed Aug 05, 2009 7:05 pm Posts: 27
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Re: Gunship R1
Culthero wrote: Can we buy the helipad in bunker build mode? Yes, you can. Anyone know any good tactics to pass the part of the infiltration?...
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Sun Apr 18, 2010 2:28 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 R1
Keep trying. It's the hardest part. I made some shortcuts with my buffed grenades.
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Sun Apr 18, 2010 2:34 pm |
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MontereyJack
Joined: Tue May 05, 2009 3:12 am Posts: 106
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Re: Gunship R1
Excellent mod! So much fun to rain death from above.... good spriting, good....everything. Thank you, Sir, for the most enjoyable 3+* hours of CC I've had in a long time.
*I have a life. I swear!
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Sun Apr 18, 2010 4:18 pm |
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kubas246
Joined: Sat Nov 28, 2009 7:46 pm Posts: 27
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Re: Gunship R1
Awesome mod! But it's very hard to control it when playing on gamepad (when i press up to fly higher helicopter is not flying higher, but machinegun is "moving" up.). Can you fix it? Sorry for my bad English.
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Sun Apr 18, 2010 4:23 pm |
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linkfan23
Joined: Sun Oct 11, 2009 4:48 am Posts: 133
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Re: Gunship R1
You've really outdone yourself this time. I enjoyed everything from the sprites to the controls to the mission. For the mission I found it was best to drop 1 of your original 3 to the brain room to kill anyone who got past the front lines until the gunship arrives. I also loved the artillery and they are great devices to use in skirmish. This is going to remain a permanent part of cc for me.
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Mon Apr 19, 2010 1:30 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Gunship R1
Oh, I forgot to mention in my previous post, the recharge pad or whatever it's called, is too weak, and the terrain on top of it has a tendency to collapse, so you constantly have to fidget to stay in position to be healed/resupplied.
I suggest you make it more like the vanilla rocket docking bunker system thing, where it physically forces the ship to stay still on it, if the landing gear is down.
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Mon Apr 19, 2010 3:02 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Gunship R1
Azukki wrote: Oh, I forgot to mention in my previous post, the recharge pad or whatever it's called, is too weak, and the terrain on top of it has a tendency to collapse, so you constantly have to fidget to stay in position to be healed/resupplied.
I suggest you make it more like the vanilla rocket docking bunker system thing, where it physically forces the ship to stay still on it, if the landing gear is down. Or it can use a Lua script like the way the the dropship dock works and just forces it in a perfect position... Abdul... your mods are God-like
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Mon Apr 19, 2010 3:47 am |
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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 R1
Oh and guys here is a recommendation.
If you want to store the craft, or leave it be for some time while you are controlling something else, do not, and I mean do not unfurl the landing gear, and unselect it. It is given that the ai will disorient it in such a way that it'll auto-scuttle.
SO LET IT HOVER, IF YOU WANT TO UNSELECT IT.
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Mon Apr 19, 2010 4:49 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Gunship R1
Coops9753 wrote: Or it can use a Lua script like the way the the dropship dock works and just forces it in a perfect position... Abdul... your mods are God-like The vanilla dropship/rocket docks use sparkle magic, FYI. So yeah, gunship pad should have a Lua latch-on code. Preferably by setting it on a mode it doesn't use. I also have ideas about ordnance: gun pods, missile barrages, rocket barrages, cluster bombs... Maybe even just a transport version with light machinegun and people-carrying capability.
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Mon Apr 19, 2010 4:53 am |
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