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joost1120
Joined: Fri Aug 15, 2008 6:17 pm Posts: 318
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 Re: Gunship R1
Sparkle magic = Lua
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Mon Apr 19, 2010 1:17 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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 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.
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Mon Apr 19, 2010 4:28 pm |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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 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 
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Mon Apr 19, 2010 4:36 pm |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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 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  Several doodz with miniguns can't fly and also spit rapid fire rockets.
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Mon Apr 19, 2010 5:03 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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 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.
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Mon Apr 19, 2010 9:32 pm |
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linkfan23
Joined: Sun Oct 11, 2009 4:48 am Posts: 133
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 Re: Gunship R1
Am I the only person that thought of an AC130 while playing with this?
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Mon Apr 19, 2010 9:52 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Gunship R1
Yes cause there are a shitload of helicopters that are much more similar.
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Mon Apr 19, 2010 10:40 pm |
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CCnewplayer
Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
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 Re: Gunship R1
and I think I was the only to think in a device to deflect missiles
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Tue Apr 20, 2010 1:18 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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 Re: Gunship R1
we could make this a helicopter too if you remove the jet and put a prepeller on the top and back.
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Tue Apr 20, 2010 1:35 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
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?
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Tue Apr 20, 2010 2:25 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 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...
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Tue Apr 20, 2010 4:50 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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 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."
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Tue Apr 20, 2010 6:05 am |
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helifreak
Joined: Tue Apr 07, 2009 8:24 am Posts: 193 Location: Australia
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 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. 
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Tue Apr 20, 2010 9:17 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
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. 
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Tue Apr 20, 2010 2:53 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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 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
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Tue Apr 20, 2010 3:05 pm |
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