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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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