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Phonan

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Everything posted by Phonan

  1. I've tried this sort of thing and can put it up sometime, but unfortunately no matter how high I push the structural damage, it still takes quite a few shots to destroy Ion Towers. I'll still put the file up, though.
  2. It's true that that keeps you level, and it helps a lot with grabbing people, but doing this also hampers maneuverability as one can then only move up or down. If we had a key that limited tilt to stop someone from say, keeling over 90 degrees, but allowed them to tip 30 or 45, that would possibly work.
  3. Yesterday's midair duels were quite fun. I apologize for the lack of a fight I offered, as the lag on my end was rather crippling and, unfortunately, due to my relative inexperience in the new Gunships. I agree with your suggestion, Poesel, in that it makes piloting hard while flying, but I also wonder what effect the proposed change would have on maneuverability in flight. Really though, the only way to find out is to try it...
  4. As far as I know, all one must do is press "B" firmly and resolutely, and you will drop. At least, it works for me.
  5. I personally would say something to supplement the multiplayer. I must say that's really what the game is made for- people playing together. The thrill of a perfect plan or a new team strategy are really what are great about this game. The fact that it's really a simulation makes some interesting tricks possible, even in modding. As the bots aren't really intelligent enough to enable rewarding tactics, the single player iss "what you do when you're not on multiplayer." Those are my two cents (or 10, based on the length.) There may be many here who disagree, so look at other topics, in both the demo and main & modding forums, to see what the game is like.
  6. There's a campaign, though it's not really even close to as fun as multiplayer. It does exist, and you can create new ones, as well. There's a lot of modding going on too.
  7. Glad it works! Just remember to replace the files with blank files, not delete them. And if you're working with Linux and the path I gave you doesn't work, then by all means ask a Linux user like Toby or possibly Poesel where to put them. Windows and Mac should be fine. If we happen to be really lucky, the developers will release something permanent. [ May 31, 2007, 06:21 PM: Message edited by: Phonan ]
  8. Well, it turns out I was completely wrong about macros- these are just for chat. However, you can "lock" yourself in first-person view. When you chat, the game automatically "holds" the keys you've been holding for you so that you can type. So hold "e" or whatever key you've assigned to first-person view, then hit "enter" and let go of your first-person key. The view will look rather strange, but then hit enter or escape and you will remain in first person- without holding any keys. Unfortunately, this only works until you either hit "e" again, hit "tab," are killed, or go to the tacmap. You must then repeat the process, summarized by "e, enter, release e, enter again." As to removing the breathing sounds, it depends on what system you're using. I'm completely ignorant of what works on Linux (terribly sorry,) but it's possible it works as follows. In Linux, go to ~/DropTeam/data/sounds, then replace "helmetbreathe.wav" and "helmetbreathefast.wav" with the files in this zip archive. In Windows, go to C:\Program Files\Battlefront\DropTeam\data\sounds, then replace "helmetbreathe.wav" and "helmetbreathefast.wav" with these files. On a Mac, find the Dropteam application, control or right-click it, then select "Show Package Contents." Open the Contents folder, then Resources, data, and sounds, and replace the aforementioned files with, once again, these. These are just .wav files I've made of silence. I hope this works out for you, and perhaps they'll work a first-person mode into the game. Good luck.
  9. Could one not create a macro that, on the push of a button, "held down" e for you? If you wanted to get rid of annoying breathing altogether, find the sound file and delete it. Otherwise, I'm unfortunately not too experienced in this, sorry.
  10. Phonan

    Creature Zoo 6

    How about Sensor Jamming? That would greatly increase survival rates, making for a huge cut in monthly payments, but it could be severely unbalancing, as a Viper could drop out of nowhere and grab anyone at anytime, thus increasing their premiums. It's an interesting problem we face here. Maybe if we gave the other vehicles side airbags?
  11. Phonan

    Creature Zoo 6

    *Sigh* You should have seen when the reload was .3! You see a huge line of fiery explosions, and then.. everything is gone! Anyway, thank you for putting me in, though at the moment I never play Creature Zoo. Hopefully Viper pilots will remain viable in the game. Unfortunately, with the new changes that ccover maps with AA and bots that can kill without Cobra Missiles, I'm a bit afraid for the Viper. Perhaps we could put a defensive, close-range autogun on it? This might unbalance gameplay however, so the one thing I'd request is that we get an XML tag allowing modders to toggle the grapple on and off. That way, the Viper's "weapon" is still unique, and the other vehicles are a bit more balanced. EDIT: And where on Earth did you put the Computerized Tire Traction System? I swear I added it! And by the way- anyone whos reading... The Cobra Bomber is rated best in its class- "*****" says 5-star review magazine. "This is definitely... interesting" says another highly placed source. At only $100,000 a month payment, the Cobra Bomber is a chance no one should pass up. Get yours today! [ May 23, 2007, 01:56 PM: Message edited by: Phonan ]
  12. Yes, this does tend to happen, and I believe I will second Dr. Woood's motion to make Vipers deployable anywhere. A division of the House, please?
  13. I've more or less had none of these problems, but I've had one strange glitch. One bot wil suddenly begin talking, first saying something along the lines of "I'm attacking" followed by "I'll be your escort." But then it begins to repeat the two, at the insane speeds only a computer can manage, blurring its speech until it is some strange vibrating noise. Then, I give the bot orders, and another begins the process. Anyone else have this problem?
  14. Yep I noticed- did you get the files? I simply deleted an animation for the bomb.
  15. Well, Poesel, here it is. If you wouldn't mind putting in about 5, I think the description would probably be along the lines of "a precision attack bomber." Thanks much, Poesel.
  16. Problem at the moment- I'm using a "bomb" model for the bombs, however the default mortarround still shows. I'll just put it up with the normal ammo file.
  17. Very nice! I can only hope that someday my modding skills will be up to the level of yours, Toby. Hopefully these can be put into the full game soon!
  18. I haven't added to the Zoo before, so do you want an inventory, or just the necessary unit files?
  19. Thanks Poesel. It's true that inheriting velocity makes the bombing far tricker- as of now I just wait till my minimap icon is on top of theirs and click. I do, though, need to improve the bomb firepower. Look for the bomber this weekend. Also, do we up the speed, give it an ion defense, or leave it alone? Its present speed seems to be enough for high speed bombing runs. Finally, as to the Cobra Transport, I've tried my own version but it's very difficult to use in single player- the bots can't fly and don't know when to get out; as we can't control two units at once, it's pretty much impossible to use. I don't know if this has changed with 1.2.6, though.
  20. I've been wondering about altitude protection- are you sure that it can be hit even at maximum altitude? Either way, there are a couple options= give it an autogun with short range- solely for protection. The other option is simply to find a target and bomb it while flying over at high speed- this makes tracking with normal weapons difficult.
  21. So would anyone care for a Bomber? It can only drop bombs, not actually fire. However, the bombs themselves are quite powerful. I'll put it up here soon.
  22. Works perfectly now. Thanks much, CrimsonDestiny.
  23. By the way, the Cobra also doesn't work on my Mac. I've downloaded it, put it in data, added the inventory listing myself, copy/pasted it... Nothing works so far. Any ideas?
  24. YES! 1.2.6 is out! Expect a Bomber soon!
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