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 General Industries - Formerly the L-GED 
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Data Realms Elite
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Post Re: [Modding Contest Entry: Artillery] The L-GED
It's easy, when you define the position at which the rocket/bomb is created you put in the Y -20 or something like that.

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Code:
 Bomb.Pos = Vector(self.Pos.X,-20)


In that case it will always spawn at the Y coordinate -20, which is over the top of EVERY map.


Thu Jan 26, 2012 12:47 am
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Data Realms Elite
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Oh goddamnit kettenkrad.


Thu Jan 26, 2012 2:19 am
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Asklar wrote:
It's easy, when you define the position at which the rocket/bomb is created you put in the Y -20 or something like that.

Like
Code:
 Bomb.Pos = Vector(self.Pos.X,-20)


In that case it will always spawn at the Y coordinate -20, which is over the top of EVERY map.



Your a genius you know :wink: It always seems impossible until you realize how easy to implement some of these things are... I wasted a significant portion of my life trying to do that with .ini with no real progress :cry: Kettenkrad if you implement said feature this will be the best weapon mod in the game bar none IMO 10/10


Thu Jan 26, 2012 4:13 am
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Heh, thanks Darvus.

Asklar, thank you once again for your Lua help, I'm very grateful. Will update in a sec.

EDIT: Updated.


Thu Jan 26, 2012 5:05 am
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Post Re: [Modding Contest Entry: Artillery] The L-GED
You are welcome, I'm just spreading the love in form of lua help =P

And this thing keeps being awesome.


Thu Jan 26, 2012 6:34 am
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Ok, now I really want some Storm the Bunker activities )))


Thu Jan 26, 2012 9:08 am
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Just did some rather extensive play testing of the newest version. Now that they spawn at a more realistic altitude it plays alot more smoothly. Besides being exploit proof now, it also gives you more time to avoid getting clobbered by that over pressure wave from the FAE. And Mehman's grav tank can get away from the EFP barrage more easily. Thank you for the superb mod :grin:


Thu Jan 26, 2012 9:19 am
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Post Re: [Modding Contest Entry: Artillery] The L-GED
I love the mod, but I just have a small note to make; Though awesome, the sensor fuzed weapon misses the point of the weapon it's based on. It isn't really supposed to be an armor piercing cluster bomb, at least the way I understand it... The submunitions are supposed to use sensors to fire penetrator munitions targeted at enemy vehicles, while harmlessly disabling the munitions that fail to find targets; A precision weapon, not a shotgun blast.

I know it would be really hard to code, so its still awesome in its current form; It just seems a bit funny to me that I can target it at a group of enemies near my designator, cause minimal damage to them, and have my designator get torn apart by the randomly falling blasts.


Mon Jan 30, 2012 7:16 pm
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Indeed, though as you said, it would be quite hard to code, and I'm not, uh... very skilled in the art of Lua coding.

I was going to add a Javelin missile, but now Year 11 has started I'm not expecting much free time.


Mon Jan 30, 2012 9:51 pm
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Well, I think you could probably use MORays to do it. I know you can make them tell if it's an actor or terrain, so you could set it through lua to disengage if it doesn't find an actor?
I might be wrong, but I think it's possible.


Tue Jan 31, 2012 1:52 am
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Post Re: [Modding Contest Entry: Artillery] The L-GED
Kettenkrad wrote:
Indeed, though as you said, it would be quite hard to code, and I'm not, uh... very skilled in the art of Lua coding.




Your joking right? As far as I'm concerned your one of the best.


Tue Jan 31, 2012 11:32 pm
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Post Re: [Modding Contest Entry: Artillery] The L-GED
The Egotist wrote:
I love the mod, but I just have a small note to make; Though awesome, the sensor fuzed weapon misses the point of the weapon it's based on. It isn't really supposed to be an armor piercing cluster bomb, at least the way I understand it... The submunitions are supposed to use sensors to fire penetrator munitions targeted at enemy vehicles, while harmlessly disabling the munitions that fail to find targets; A precision weapon, not a shotgun blast.

I know it would be really hard to code, so its still awesome in its current form; It just seems a bit funny to me that I can target it at a group of enemies near my designator, cause minimal damage to them, and have my designator get torn apart by the randomly falling blasts.


I wouldn't think that it's hard to code; just a CastMORay, check if the MO is an actor, check in which team is it (if you want it to have fancy team detection), make it gib if the MO fullfils the requisites or make it safely land if not.


Wed Feb 01, 2012 5:08 am
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Post Re: General Industries - Formerly the L-GED
So, just updated this. Rather than starting a new mod, I'll just build off this.

Now, the first mod I ever made was called GICorp. Srood for Global Initiative Corporation or something. It was awesome but OP and unpolished. Now this new version will focus less on OP ♥♥♥♥ and more on modern tech and actors. I'm hungry now so I'll fill in the details later.

EDIT: Also I literally only started this five days ago. The Wehrmacht took me like 6 months to release. :3


Sun Feb 05, 2012 5:09 am
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Post Re: General Industries - Formerly the L-GED
my god this is so awesome
i love it


Sun Feb 05, 2012 5:41 am
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Post Re: General Industries - Formerly the L-GED
I love the Breacher because he's totally a terrorist and I love it.

So it looks like you can only get some guns on certain actors, is that it? If so, that's really cool. Adds a sense of character.


Sun Feb 05, 2012 6:51 am
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