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 Gunship (B23 only) 
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Joined: Mon Jun 29, 2009 2:40 am
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Post Re: Gunship R1
This is slightly deviating from topic, but would it be impossible to make a "<mod name> <plugin name>.rte" work on both mac and windows?
I know that my mod folders always load alphabetically AFTER the base RTEs, but I heard somewhere that windows loads the differently.
If loading is alphabetical, you should be able to very easily tack on new things with "Gunship Jericho.rte" simply being a module containing a CopyOf Gunship Template with the needed lines modified and a new Lua script / sprites combined.

I only consider this a solution to the "two people gave me packs to add to X mod, now I need to add them without breaking anything" situation. This might not be a real situation for anyone else.
It's an unnecessary step if you can just tack things onto Index.ini, but a more fool-proof one.

It boils down to "I want people to share gunship derivatives in an easy to make and use manner."


Thu Apr 22, 2010 5:40 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Gunship R1
Well.

You could make a custom lua file that added a cell to a global table (gunship variants) and contained the requisite custom data, then package that onto a single .ini file that just requires adding to an Index.

Unfortunately, the real problem is that most people don't like going to the lengths involved to add custom content, and there's no really easy way to do it.

Though, some fun stuff could be done with proper use of I/O.


Thu Apr 22, 2010 6:12 am
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DRL Developer
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Post Re: Gunship R1
Thank you all for the feedback and suggestions, especially the long list of possible improvements by Azukki.

The gunship originated from a discussion about VTOLs I had with numgun over one year ago when I mentioned I had an idea about how to make an attack helicopter, and we started to experiment with control schemes etc. In retrospect my original post does not give him enough credit because it was he who got the ball rolling by providing the necessary discussion and of course volunteering to do the sprite.

The minimalistic OP was caused by frustration and a lack of interest after working on the mission on and off for so long. It also caused me to cut some parts of it and releasing early, before losing interest completely. Fortunately Samohan25 gave some last minute feedback and that is the sole reason there are two difficulty levels.

I'm starting to feel a little more inspired after reading this thread, so there will probably be a second release at some point.


Fri Apr 23, 2010 9:48 am
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Joined: Mon Mar 15, 2010 11:46 pm
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Post Re: Gunship R1
Not to start annoying ya'll but would it be possible to add an actor (Through the buy menu?) to the gunship, that, on 'Scuttle', ejects out of the gunship before it explodes? (Or just a crapload of bombs that shoot out in revenge for being shot down. >.>)

I can really see this Action-movie-ish scene unfolding x3

Think about it, taking out the entire Verdunn base with the gunship, then after a missile hits your nicely lit front window, ejecting out with your favorite actor to clean up the clutter of soldiers still around all under a huge ball of fire of the gunship comming down. x3


Fri Apr 23, 2010 10:05 am
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Post Re: Gunship R1
ajlw wrote:
Not to start annoying ya'll but would it be possible to add an actor to the gunship, that, on 'Scuttle', ejects out of the gunship before it explodes?

if this happens it must have a parachute that is controled useing that lift Lua script method 8)


Fri Apr 23, 2010 1:54 pm
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Post Re: Gunship R1
pretty much what i think to, to beat the mission i had to go and change the ronin guy mass so they could actually fly, and what i think would be cool is a buyable weapon and health regerator, from menu, ask darlos to give you the code for how he does the turrents, d\something like that, also what i love to do with every mod is make it ridicoulsly over powered because of the MPAMS and Tek mech my friend and i battle with, so i was thinking you could make a weapon folder, blahblahblah.ini that had the reload time and fire rate and stuff like that for the weapons, MY SPELLING IS HORRBLE, SO WHY DONT YOU TRY TYPEING WIH PN;Y YOUR PONKY AND POINTER FINGER.

G: 1. Don't quote massive blocks of text.
2. I wrote this message with my index and pinky fingers.


Sat Apr 24, 2010 3:30 am
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Post Re: Gunship R1
gtaiiilc wrote:
ajlw wrote:
Not to start annoying ya'll but would it be possible to add an actor to the gunship, that, on 'Scuttle', ejects out of the gunship before it explodes?

if this happens it must have a parachute that is controled useing that lift Lua script method 8)

Why dont you take a look at the ARHtiger helicopter and look at its codes and do it and see what it tursn out like. I tryed and i cant figure out the codes.


Sat Apr 24, 2010 4:50 am
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Data Realms Elite
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Post Re: Gunship R1
pandastar994 wrote:
gtaiiilc wrote:
ajlw wrote:
Not to start annoying ya'll but would it be possible to add an actor to the gunship, that, on 'Scuttle', ejects out of the gunship before it explodes?

if this happens it must have a parachute that is controled useing that lift Lua script method 8)

Why dont you take a look at the ARHtiger helicopter and look at its codes and do it and see what it tursn out like. I tryed and i cant figure out the codes.

Looked like an actor with basic hovering code.


Sat Apr 24, 2010 6:07 am
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Post Re: Gunship R1
Is it a modified dropship? Tryed flipping, but exploded soon after. Was wery sad, untill noticing i killed 3 actors by gibs :grin:


Sat Apr 24, 2010 3:29 pm
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Post Re: Gunship R1
Wasted all of my Friday testing mod, compiled a list for all things that i think need improvement or that this mod needs, yes, im picky

Improve+Suggestions
1. Ronin Soldier mass is far to great, they cant fly,
2. Decrease coalition spawn so that 20 guys with homing rockets dont rush the base
3. Landing gear for the gunship is just nasty and it gets hung up and everything
4. Sometimes the mortar strike hits my base and keeps firing (dont know why)
5. The homing rockets for the 2nd gunship need bettering homing lua goodness
6. A deployable in the field refilling ammo and health thing, like the cauterizer
7. The sprite color, why is it green, that coalition and not tan, cause thats the color of your ronins, ive changed some sprites just for fun
8. Back to the ronin guys, their total meatbags, they just go *ploosh*, they are basically like a zombie with a jetpack

Likes
1. Everything, just awesome except the ronins, hate them
2. When gunship gets damaged i can just heal it rather than buying a new one
3. Gunship sprite


Sat Apr 24, 2010 8:52 pm
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Data Realms Elite
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Post Re: Gunship R1
Afrojack wrote:
Wasted all of my Friday testing mod, compiled a list for all things that i think need improvement or that this mod needs, yes, im picky

Improve+Suggestions
1. Ronin Soldier mass is far to great, they cant fly, He disabled burst-spamming with the ronins.
2. Decrease coalition spawn so that 20 guys with homing rockets dont rush the base It's meant to be hard.
3. Landing gear for the gunship is just nasty and it gets hung up and everything
4. Sometimes the mortar strike hits my base and keeps firing (dont know why)
5. The homing rockets for the 2nd gunship need bettering homing lua goodness
6. A deployable in the field refilling ammo and health thing, like the cauterizer
7. The sprite color, why is it green, that coalition and not tan, cause thats the color of your ronins, ive changed some sprites just for fun
8. Back to the ronin guys, their total meatbags, they just go *ploosh*, they are basically like a zombie with a jetpack Meant to be hard.

Likes
1. Everything, just awesome except the ronins, hate them
2. When gunship gets damaged i can just heal it rather than buying a new one
3. Gunship sprite


Sat Apr 24, 2010 8:56 pm
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Re: Gunship R1
Afrojack wrote:
1. Ronin Soldier mass is far to great, they cant fly,
...
7. The sprite color, why is it green, that coalition and not tan, cause thats the color of your ronins, ive changed some sprites just for fun
8. Back to the ronin guys, their total meatbags, they just go *ploosh*, they are basically like a zombie with a jetpack

1. Read the thread, it has been stated at least twice that Abdul has disabled burstjetting.
7. It isn't just for Ronin, I would assume.
8. The mission is designed to be won with the Gunship, and the Ronin aren't that weak, you just need to be a little more careful.

Edit:
Bah, Ninja'd.


Sat Apr 24, 2010 8:56 pm
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Post Re: Gunship R1
Yeah i know you cant hit w as fast as you can, but they cant fly, not enough jetpack time
+ for me Hard is easier than Easy, whats up with that?


Sat Apr 24, 2010 9:34 pm
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Post Re: Gunship R1
Afrojack wrote:
7. The sprite color, why is it green, that coalition and not tan, cause thats the color of your ronins, ive changed some sprites just for fun


could you send me a pm with those sprites added to the mod? :wink:
im not modder hehe..., just player... (I do not know how to make those changes) :oops:


Sat Apr 24, 2010 10:10 pm
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Data Realms Elite
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Post Re: Gunship R1
Why they can fly for everyone else but not you?


Sat Apr 24, 2010 10:10 pm
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