Air Support (R10: 2014-04-19)
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Air Support (B25: 2011-08-05)
The Fat Sand Rat wrote: Except for the lack of keyboard/mouse control for the Gunship. I can't very well press the SharpAim key if I'm using a mouse, now can I? :P KB+Mouse has been supported since the first release. Are you saying that the tutorial told you to use sharp aim to fire rockets when you were using a mouse?
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Thu Aug 18, 2011 9:48 am |
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HeadcrabPL
Joined: Mon May 23, 2011 3:41 pm Posts: 269
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Re: Air Support (B25: 2011-08-05)
I got bad error about this RTE Aborted! (x_x) --------------------------- Abortion in file .\System\Reader.cpp, line 531, because: Referring to an instance ('Coalition.rte/Revolver Cannon') to copy from that hasn't been defined! in Air Support.rte/Weapons/CustomWeapons.ini at line 119! The last frame has been dumped to 'abortscreen.bmp' --------------------------- OK I use Air_Support_R6.zip and do transport got limited ammo it to powerfull
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Thu Aug 18, 2011 10:14 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Air Support (B25: 2011-08-05)
HeadcrabPL wrote: I got bad error about this :roll: RTE Aborted! (x_x) --------------------------- Abortion in file .\System\Reader.cpp, line 531, because:
Referring to an instance ('Coalition.rte/Revolver Cannon') to copy from that hasn't been defined! in Air Support.rte/Weapons/CustomWeapons.ini at line 119!
The last frame has been dumped to 'abortscreen.bmp' --------------------------- OK I use Air_Support_R6.zip Same as this guy? Then you are running the wrong build. Use R5 with B24 and R6 with B25.
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Thu Aug 18, 2011 6:36 pm |
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Hotshot3434
Joined: Wed Aug 31, 2011 11:32 pm Posts: 46
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Re: Air Support (B25: 2011-08-05)
i know this mod is old, but can you possibly update it for b26?
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Sat Sep 17, 2011 5:58 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Air Support (B26: 2011-09-17)
Thanks for reminding me. I updated this a while back and then forgot about it.
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Sat Sep 17, 2011 9:26 pm |
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Kunchoi
Joined: Fri May 04, 2012 11:08 pm Posts: 6
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Re: Air Support (B26: 2011-09-17)
Abortion in file .\System\Reader.cpp, line 534, because:
Referring to an instance ('Fire Puff Small Napalm Flamer') to copy from that hasn't been defined! in Air Support.rte/Weapons/CustomWeapons.ini at line 135!
The last frame has been dumped to 'abortscreen.bmp'
Oops, downloaded wrong link
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Fri May 04, 2012 11:11 pm |
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ROFLtheWAFL
Joined: Fri Dec 24, 2010 12:43 am Posts: 23
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Re: Air Support (B26: 2011-09-17)
Any chance this mod might be adapted to B27? As it is, the game crashes while loading the mod (no error window), and looking at the last line loaded, it seems to have something to do with robots...
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Sat Jun 09, 2012 3:48 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Air Support (B26: 2011-09-17)
I'm still busy with the official content, so porting this will have to wait a while. The crash you saw was probably because of a faulty CopyOf since many assets have changed names and places since B26.
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Sat Jun 09, 2012 8:07 am |
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Sgt Doom
Joined: Mon Aug 06, 2007 2:08 am Posts: 32
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Re: Air Support (B26: 2011-09-17)
Got this mostly working with B27; involved entirely commenting out the robots files (no idea whatsoever as to what's wrong with it that'd it cause errorless CTDs) and fixing a few bunker piece paths that'd been moved. Only the tutorial and Verdun missions work without crashing instantly, and there's significant lag associated with enemy unit spawns and Lua spam errors. But, at least the gunships work
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Tue Jun 12, 2012 7:46 pm |
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ROFLtheWAFL
Joined: Fri Dec 24, 2010 12:43 am Posts: 23
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Re: Air Support (B26: 2011-09-17)
Sgt Doom wrote: Got this mostly working with B27; involved entirely commenting out the robots files (no idea whatsoever as to what's wrong with it that'd it cause errorless CTDs) and fixing a few bunker piece paths that'd been moved. Only the tutorial and Verdun missions work without crashing instantly, and there's significant lag associated with enemy unit spawns and Lua spam errors. But, at least the gunships work Did the same, just never got around to uploading it. However, I suggest going into the .ini files for the gunships, transport, UAV, SAMs, Mortars, and Landing Pad and cutting all the GoldCost values down to one forth of the original. Otherwise, they're prohibitively expensive in campaign. Be aware that if you do buy a gunship in Campaign, you might as well keep it in the site that you ordered it, because trying to sell it will only give one fourth of what you paid for it.
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Tue Jun 12, 2012 7:58 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Air Support (B26: 2011-09-17)
Good thing the resupply pads also repair the gunships, huh? The scripts shouldn't be too hard to fix, just need to go through and add "self.Team" after any instances of "self.ID" in any instances of CastMORay and CastObstacleRay.
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Tue Jun 12, 2012 8:00 pm |
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Sgt Doom
Joined: Mon Aug 06, 2007 2:08 am Posts: 32
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Re: Air Support (B26: 2011-09-17)
The SAM turrets don't seem to work, either. Mortars work fine, though. Gunships don't respond to enemy fire when not controlled by the player, though I don't really remember if they ever did.
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Tue Jun 12, 2012 9:22 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Air Support (B26: 2011-09-17)
if you want a sam turret may i suggest the unitech one as a temp. replacement
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Wed Jun 13, 2012 5:01 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Air Support (B26: 2011-09-17)
how would one make the mortar droppable by dropship?
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Fri Jun 15, 2012 5:14 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Air Support (B26: 2011-09-17)
It's a straight up Actor (rather than an Actor-Craft-Dropship or Actor-Crab or Actor-Human or etc.) so I don't think that's possible, unfortunately. Believe me, I'd love to have dropship-deployable SAMs and Mortars. ...hrm. It might be possible to do some Lua-scripted trickery with an ACrab that turns into (perhaps deploys into? if you can do pie menu options on ACrabs) the SAM/Mortar when dropped out of a craft. Just a guess, though.
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Fri Jun 15, 2012 5:28 am |
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