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 Gunship (B23 only) 
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Joined: Fri Aug 15, 2008 6:17 pm
Posts: 318
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Post Re: Gunship R1
Sparkle magic = Lua


Mon Apr 19, 2010 1:17 pm
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Joined: Sun Dec 09, 2007 3:08 pm
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Location: Islamic Republic of Bradistan, Yorkshire, England
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Post Re: Gunship R1
The resupply pads don't seem to function in skirmish mode. I don't think I managed to get it to work in the tutorial either.


Mon Apr 19, 2010 4:28 pm
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Joined: Mon Jan 18, 2010 7:03 pm
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Post Re: Gunship R1
Morbo!!! wrote:
The resupply pads don't seem to function in skirmish mode. I don't think I managed to get it to work in the tutorial either.

They do. But you need to get some script to work, engines turn off and you get it all.

I feel them somehow weak forr 600g, am I the only one? I mean, you can get several soldiers with miniguns and whatnot for same price.
Add. And I LOVE AA sites, 2 of them almost win maginot :D


Mon Apr 19, 2010 4:36 pm
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A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
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Joined: Sun Jan 28, 2007 8:54 pm
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Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Post Re: Gunship R1
deskup wrote:
Morbo!!! wrote:
The resupply pads don't seem to function in skirmish mode. I don't think I managed to get it to work in the tutorial either.

They do. But you need to get some script to work, engines turn off and you get it all.

I feel them somehow weak forr 600g, am I the only one? I mean, you can get several soldiers with miniguns and whatnot for same price.
Add. And I LOVE AA sites, 2 of them almost win maginot :D


Several doodz with miniguns can't fly and also spit rapid fire rockets.


Mon Apr 19, 2010 5:03 pm
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Joined: Fri Feb 02, 2007 3:53 pm
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Post Re: Gunship R1
This is a masterwork of CC modding. But the fun is only beginning when you've played the mission. There are endless possibilities of weaponry to add to this craft. A flamethrower and railgun (as seen in the epic moments thread) is just the beginning.


Mon Apr 19, 2010 9:32 pm
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Post Re: Gunship R1
Am I the only person that thought of an AC130 while playing with this?


Mon Apr 19, 2010 9:52 pm
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
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Location: Russia
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Post Re: Gunship R1
Yes cause there are a shitload of helicopters that are much more similar.


Mon Apr 19, 2010 10:40 pm
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Post Re: Gunship R1
and I think I was the only to think in a device to deflect missiles


Tue Apr 20, 2010 1:18 am
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Post Re: Gunship R1
we could make this a helicopter too if you remove the jet and put a prepeller on the top and back.


Tue Apr 20, 2010 1:35 am
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Data Realms Elite
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Post Re: Gunship R1
No, the rotor is too much off an exposed weakspot.
Besides, i like it better as a jetcopter.

P3l, can you give us a guide on what to change if we want "x" primary weapon, and "y" secondary?


Tue Apr 20, 2010 2:25 am
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Post Re: Gunship R1
unwoundpath wrote:
we could make this a helicopter too if you remove the jet and put a prepeller on the top and back.


I seem to recall this one...


Tue Apr 20, 2010 4:50 am
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Post Re: Gunship R1
I demand a version with cluster-rockets as primary rapid fire weapon, and a Jericho missile for a secondary.
Where "demand" equates to "plead."


Tue Apr 20, 2010 6:05 am
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Post Re: Gunship R1
I found a bug with this mod, when I was repairing a gunship with about 5 health it was destroyed on the pad and the + sign stayed behind and floated around the map.
Image


Tue Apr 20, 2010 9:17 am
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Post Re: Gunship R1
Abdul Alhazred you are a GOD!!! This should seriously become vanilla content, and you should become a content developer for cortex command. Just my opinion. :grin:


Tue Apr 20, 2010 2:53 pm
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Post Re: Gunship R1
Foa wrote:
No, the rotor is too much off an exposed weakspot.
Besides, i like it better as a jetcopter.

P3l, can you give us a guide on what to change if we want "x" primary weapon, and "y" secondary?


It really depends. If you want to fire something that doesn't use the AEmitter firing method that the vanilla Heavy Sniper does then you will have to make your own. But if it does, then just change the bullettype variable in the lua files to the AEmitter of whatever weapon you want to fire. Also be sure to remove the
[, "Gunship.rte"] part of local Casing = CreateMOSParticle("Gunship MG Casing", "Gunship.rte") unless you've added the AEmitter to the gunship.rte


Tue Apr 20, 2010 3:05 pm
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