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 Experimental Dummy Vehicles (2013-01-03: R12) 
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Joined: Sun Jul 20, 2008 1:02 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
This must be the greatest vehicle mod around. One little thing though, might look better if some of the non-Dummy-Faction weapons are swapped for dummy ones.


Fri Oct 09, 2009 8:39 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
goiduranus wrote:
This must be the greatest vehicle mod around. One little thing though, might look better if some of the non-Dummy-Faction weapons are swapped for dummy ones.


What weapons are those? The gunship lasers?


Fri Oct 09, 2009 8:52 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
More likely the Armed Dropship guns, but giving those limited range would make them... kind of useless.


Fri Oct 09, 2009 8:59 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
I was thinking of replacing the armored car MG and the dropship MG with the Nailer Cannon, because I thought nailers were what dummies used as machineguns. But now it occured to me that the Dummy Dreadnought and the small turret actually used regular machine guns so I guess there's no need to replace them.

Btw, where do you control the rate of fire for the dropship guns?


Fri Oct 09, 2009 10:10 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
The MGs were copied from the Dummy Turret, but I agree the nailer cannon would probably look better.

Rate of fire: Search for this line in EDV.rte/Dropship/DropShip.lua
Code:
self.GunTimer[i]:IsPastSimMS(83)

The number is the time between shots in milliseconds. You can change magazine capacity by editing the self.maxAmmo variable in the Create function.


Fri Oct 09, 2009 10:21 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
GJ. Love the tank.

And you are good with missions. They are not epic, but fun and replayable.


Fri Oct 09, 2009 2:50 pm
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
The Decaying Soldat wrote:
And you are good with missions. They are not epic, but fun and replayable.
Thanks. That is actual much better critique than I was hoping for.

If you want more variation, try disabling Dummy.rte and you can fight against the Base.rte actors.


Fri Oct 09, 2009 5:29 pm
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
I just got this, without reading any of the comments, out of curiosity. I. AM. FLABBERGASTED. I can not summon up a good description of how awesome this is. The ground unit is now one of my fav mods of all time. I am eternally grateful for the awesome-sauce that you have just injected into my day.


Fri Oct 09, 2009 9:48 pm
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
Make the new weapons (recoilless rifle) buyable, the AA rocket thing, and finally make some Coalition or some other faction vehicles to counter the dummy vehicle.
Tank fights anyone?


Fri Oct 09, 2009 11:40 pm
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
i absolutely loved the missions for this mod, and the buggy/tank looks amazing. i'd say that given a bit more improvement bug-wise it'd make a great vanilla addition (with perhaps some minor nerfing). god, the feeling when i was suddenly being attacked by a TANK in CC, i actually felt outgunned for the first time in a while. giving only one actor the RPG was a clever idea as well.

EDIT: fjghdjskhfjdshf this is awesome

EDIT2: a deployable AA setup would be fantastic, much like the buggy deployment.


Sat Oct 10, 2009 4:24 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
your dropship auto-turret work better than the having crabs as turrets,

and here's the picture of my using them for fun :P

Attachment:
ScreenDump008.jpg
ScreenDump008.jpg [ 275.3 KiB | Viewed 6777 times ]


Sat Oct 10, 2009 6:59 pm
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
Hat off with scull cap attached :) . The armored car is amazing! The Overrun mission manages to keep the tension high and difficulty normal at the same time.. Great.


Sat Oct 10, 2009 8:10 pm
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
goiduranus wrote:
your dropship auto-turret work better than the having crabs as turrets,

and here's the picture of my using them for fun :P

[attachment]ScreenDump008.jpg[/attachment]


RUNNN!!! It's an anti-gravity mushroom!!!

If this is a WIP then I'm looking forward to its release.


Sun Oct 11, 2009 2:04 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
The new sprites are very good looking, and I love the new mission.


Sun Oct 11, 2009 6:21 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
Thanks for the feedback. Both the SAM site and the RPG relies on the mission script to function, that is why you cannot buy them. The SAM is also ridiculously overpowered because it was created to serve as a "plot device" to make the missions unfold the way I planned.

I like the idea of a similar weapon in a special drop crate though. If I ever get a hold of some decent sprites I will probably create it.

goiduranus wrote:
your dropship auto-turret work better than the having crabs as turrets,

and here's the picture of my using them for fun :P

Attachment:
image
That UFO, looks really funky. Must be quite deadly with all those guns.


Sun Oct 11, 2009 12:54 pm
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