ARH Tiger - Finished(09 Nov 08) - B22 Compatible
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: ARH Tiger - Update(05 Nov 08) - v2
Dude , Rockets that explode are TDExplosive , and only one thing here is MOSParticle is the trail ( its emittor that emitts MOSparticle\MOSRotatng and what ever you want )
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Thu Nov 06, 2008 11:43 am |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: ARH Tiger - Update(05 Nov 08) - v2
You can't actually see it cause I removed it to save loading time. In TDExplosive, change AngularVel to 0. That will prevent it from rotating like a grenade, but you will get the same problem I do, where it will stay facing the same way, all the time.
Question Time!
Can anyone answer this for me please? Currently I'm working on a second setup for the Tiger, and allowing it to deliver in two different configs. Problem I'm having though is I'm making a copy of ACRocket, which is my delivery crate, but it won't show in the buy menu. I've tried adding it to craft group, setting buyable = 1 in the copy and leaving it undefined for the original, and lots of different mix and match versions of that. I even tried copying the whole slab of code for the crate, and just renaming it, that didnt work. To go out of my way, I even tried giving its own .ini file, but nothing. It will only show the first delivery crate that is read. My mind is gonna essplode!!!!
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Thu Nov 06, 2008 12:41 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: ARH Tiger - Update(05 Nov 08) - v2
This mod ROCKS!!!! I thankyou for putting you efforts on this.
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Thu Nov 06, 2008 1:12 pm |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: ARH Tiger - Update(05 Nov 08) - v2
The Decaying Soldat wrote: This mod ROCKS!!!! I thankyou for putting you efforts on this. Thanks! It's alright, I have plenty of time to work on it since I'm on paid holidays, lol. It's actually very close to another update, once I get this crate problem fixed.
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Thu Nov 06, 2008 1:24 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: ARH Tiger - Update(05 Nov 08) - v2
hmn. what are you doing to the rocket? to make it preloaded, first of all define the original actor, in this case the ACRocket. make it buyable = 0 if you only want the preloaded version to show up. then outfit a copy with a new presetname. define the presetname first. so like: Code: AddActor = ACRocket [tab]PresetName = base thing <stuff> [tab]Buyable = 0
AddActor = ACRocket [tab]CopyOf = base thing [tab]PresetName = outfitted version [tab]Buyable = 1 [tab]AddInventory = HDFirearm etc. that code shouldnt work, as it was just typed spammily, but you should get the idea. hope it helps..
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Thu Nov 06, 2008 2:43 pm |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: ARH Tiger - Update(05 Nov 08) - v2
Yeah, I've tried that. I have a basic delivery crate which isn't buyable, then I have the CopyOf which has an added gib, which is the specific chopper. The addInventory thing just makes it explode for some reason. I've also tried just taking out the extra gib and doing an AddInventory, just to test if the crate would even show, but it still won't??
I did the exact same concept for just the helicopter, and spawning the specific helicopter out of another thing, they both worked. But it seems only the crate has the problem. I could post the slab of code here if it's allowed?
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Thu Nov 06, 2008 3:28 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: ARH Tiger - Update(05 Nov 08) - v2
It is allowed . But if your code is HUGE post it in "pastebin" . And btw . Did you checked that second pilot in the helicopter sits without a helmet , and when he exit the helicopter , he have helmet . MAGIC .
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Thu Nov 06, 2008 3:33 pm |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: ARH Tiger - Update(05 Nov 08) - v2
grenade wrote: It is allowed . But if your code is HUGE post it in "pastebin" . And btw . Did you checked that second pilot in the helicopter sits without a helmet , and when he exit the helicopter , he have helmet . MAGIC . Nah it's not huge... Also, the next version has custom sprites for people, so it's been fixed!! Code: AddActor = ACRocket PresetName = Delivery Crate AddToGroup = Helichopter Delivery Mass = 100 RestThreshold = 1 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 1 GoldCost = 150 Buyable = 0 Status = 0 Health = 10 HatchDelay = 50 SpriteFile = ContentFile FilePath = ARHTiger.rte/Images/DeliveryCrate.bmp FrameCount = 1 AngularVel = 1 SpriteOffset = Vector X = -107.5 Y = -36 Velocity = Vector X = 5 Y = 50 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff StructuralIntegrity = 200 Resolution = 3 Depth = 0 DeepCheck = 1 AddExit = Exit Offset = Vector X = 0 Y = -100 Velocity = Vector X = 0 Y = 100 GibSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/BigCrash3.wav
AddGib = Gib GibParticle = MOSRotating CopyOf = Delivery Crate Gib A Count = 1 Spread = 0 MaxVelocity = 0 MinVelocity = 0 Offset = Vector X = 0 Y = 30 <<Lots more Gibs>> GibWoundLimit = 0.1 GibImpulseLimit = 0.1
AddActor = ACRocket CopyOf = Delivery Crate PresetName = Deliver ARH AddToGroup = Helichopter Delivery Buyable = 1 GoldCost = 450 AddGib = Gib GibParticle = ACRocket CopyOf = Spawn ARH Count = 1 Spread = 2.25 MaxVelocity = 1 MinVelocity = 1 Offset = Vector X = 0 Y = -50
AddActor = ACRocket CopyOf = Delivery Crate PresetName = Deliver HAP AddToGroup = Helichopter Delivery Buyable = 1 GoldCost = 550 AddGib = Gib GibParticle = ACRocket CopyOf = Spawn HAP Count = 1 Spread = 2.25 MaxVelocity = 1 MinVelocity = 1 Offset = Vector X = 0 Y = -50
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Thu Nov 06, 2008 3:36 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: ARH Tiger - Update(05 Nov 08) - v2
Where i see the ACRocket called Delivery ARH or Delivery HAP . Ow i know where . Nowhere . And why you have an empty line before AddGib ? Code: FilePath = Base.rte/Actors/BigCrash3.wav [empty line here dude ! , you dont see it , but its here.] AddGib = Gib
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Thu Nov 06, 2008 3:44 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: ARH Tiger - Update(05 Nov 08) - v2
I have only one complaint: the gun needs to be more towards the center of the helicopter. As it stands, the gun basically moves really far when you turn around. This makes it difficult to shoot things below you, since it throws of your aim hugely if you're aiming downward.
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Thu Nov 06, 2008 3:47 pm |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: ARH Tiger - Update(05 Nov 08) - v2
grenade wrote: Where i see the ACRocket called Delivery ARH or Delivery HAP . Ow i know where . Nowhere . And why you have an empty line before AddGib ? Code: FilePath = Base.rte/Actors/BigCrash3.wav [empty line here dude ! , you dont see it , but its here.] AddGib = Gib Deliver ARH & Deliver HAP are copies of Delvivery Crate, as for Spawn ARH & Spawn HAP, they are defined earlier in the ini file, they both work fine though, as i've tested them separately. As for the empty line it was left there by accident when I was chopping and changing trying to figure out what was wrong, but it shouldn't make a difference I think? Darlos9D wrote: I have only one complaint: the gun needs to be more towards the center of the helicopter. As it stands, the gun basically moves really far when you turn around. This makes it difficult to shoot things below you, since it throws of your aim hugely if you're aiming downward. Yeah I know it's a bit unco there, but I'm just going to leave it there, a bit like a weakness, especially since it shouldn't even be able to have the angle range it current has. Reminds me of something I saw whilst browsing these forums. "It's not a bug, It's a feature!" haha. But thank you for the constructive crit!
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Thu Nov 06, 2008 3:59 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: ARH Tiger - Update(05 Nov 08) - v2
Nachos wrote: Yeah I know it's a bit unco there, but I'm just going to leave it there, a bit like a weakness, especially since it shouldn't even be able to have the angle range it current has. Reminds me of something I saw whilst browsing these forums. "It's not a bug, It's a feature!" haha. But thank you for the constructive crit! ... right. Okay. Complaint #2: the missile launcher has too much recoil. Really, it should have little to no recoil, seeing as how its basically an open tube missile launcher, attached to a massive helicopter.
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Thu Nov 06, 2008 4:08 pm |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: ARH Tiger - Update(05 Nov 08) - v2
Quote: 2. When I shoot with missiles and the mini gun, it sorta pushes the chopper back. The kickback is a little too strong. -That's only due to the missiles, I'll have that fixed for sure in the next release
It's pretty much fixed now, I'm just waiting to fix the multiple delivery crate problem before I update.
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Thu Nov 06, 2008 4:20 pm |
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Jackzon47
Joined: Wed Jul 16, 2008 9:14 pm Posts: 108
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Re: ARH Tiger - Update(05 Nov 08) - v2
I'm glad that barrel rolling fun has been added. I was worried I wasn't having barrel rolling fun.
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Fri Nov 07, 2008 4:09 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: ARH Tiger - Update(05 Nov 08) - v2
I still want parachutes or thrusters added to the delivery box. But, not necessary.
And man, that barrel rolling is one deadly technique to kill dropships.
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Fri Nov 07, 2008 2:37 pm |
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