Phonan Posted February 26, 2007 Share Posted February 26, 2007 I've heard of several attempts to arm Vipers and have tried it a couple times myself. In my case, at least, all attempts have failed. My first try was a 76mm. Not only did it not fire, but I had no ammo bar or options. When I tried to give it AA guns, they refused to fire as well. Have anyone else's ventures gotten any farther? Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 26, 2007 Share Posted February 26, 2007 Phonan, you are dangerous enough with that grapple thing. (Which I think should change, sling-loading a heavy MBT with a simple hook on the fly should jerk the aircraft right out of the sky). Toby is working on his Icarus. When that comes on line, it should satisfy all of our gunship needs! Link to comment Share on other sites More sharing options...
Redcon-5 Posted April 9, 2007 Share Posted April 9, 2007 OK time to bring back an old problem. Like many others before me I too tryed the trusted method of arming the Viper by just editing the code. Nothing seemed to work. Worse even none, NONE of my changes were even saved into the file. So I tryed to delete out a engine or even change the name from Viper. Same result. It is almost as if the file is write protected. I changed stratiges. I Took the venerable "dropship" changed its chassis type from dropship to air shipchassis and began to edit that. I now have a Gunner and a 76mm on board (i.e. they show in the HUD) but it won't fire and worse it won't fly. I cant get the thing off the ground. So all this leads up too is, "A bit of help needed, thanks" Link to comment Share on other sites More sharing options...
Chilibird Posted April 9, 2007 Share Posted April 9, 2007 That's odd. You'd think it should at least show up as a change. I wonder if the code requires that there be 2 engines, because knocking out one will always kill the Viper... Link to comment Share on other sites More sharing options...
Phonan Posted April 9, 2007 Author Share Posted April 9, 2007 The farthest I've gotten is arming it with automated Ion Cannons by taking the Galaxy chassis, then changing the model file and collision boxes to those of the Viper. One very important thing if one does this is to make the density that of a Viper. Otherwise, flying is a nightmare. However, I have no idea why this didn't work when I tried simply modifying the Viper's subsystems... I suppose I might attempt, for example, taking a Thor and modifying it? I'll get back to everyone when I try this. Link to comment Share on other sites More sharing options...
Bane Posted April 10, 2007 Share Posted April 10, 2007 Phonan, You're enough to handle as it is! Don't go trying to scrammble my brains even MORE! Link to comment Share on other sites More sharing options...
Redcon-5 Posted April 11, 2007 Share Posted April 11, 2007 OK, I tryed to change the model on a copy of the viper file. Didn't work. I think that somehow the Viper file is write protected. Also how do you get airshipchassis to not be dropped on the ground like the Viper. And when is 1.2.3 coming out would like some about a weeks heads up to get my Sapper squad ready.(I know not arming the Viper but I'm hoping somebody in the know will read this) Link to comment Share on other sites More sharing options...
Imperial Grunt Posted April 12, 2007 Share Posted April 12, 2007 Sappers UP! Link to comment Share on other sites More sharing options...
Phonan Posted April 12, 2007 Author Share Posted April 12, 2007 The problem with write-protection is interesting. Has anyone circumvented it? I'm no expert on this, but copy-paste should work fine. I'll see if I can modify it... EDIT- As it turns out... my file isn't copy-protected; far from it! I just deleted the entire contents of the file! Link to comment Share on other sites More sharing options...
poesel Posted April 13, 2007 Share Posted April 13, 2007 If you don't have a backup just set the content of the file 'version.ini' to '1.0.0' and run the update command. This will pull all files from TBG again. Link to comment Share on other sites More sharing options...
Phonan Posted April 13, 2007 Author Share Posted April 13, 2007 Thanks for the advice Poesel. Is it possible that the AirshipChassis is simply not allowed to carry player-controlled weapons, just as turrets, for example, can't be player controlled? Is this impossible due to the actual code? Link to comment Share on other sites More sharing options...
Toby Haynes Posted April 14, 2007 Share Posted April 14, 2007 Originally posted by Phonan: Thanks for the advice Poesel. Is it possible that the AirshipChassis is simply not allowed to carry player-controlled weapons, just as turrets, for example, can't be player controlled? Is this impossible due to the actual code? I actually wonder if it's due to the code added to stop the Galaxy weapons deploying on entry (until it lands). Link to comment Share on other sites More sharing options...
Imperial Grunt Posted April 14, 2007 Share Posted April 14, 2007 Any progress on your Icarius Toby? Link to comment Share on other sites More sharing options...
Redcon-5 Posted April 14, 2007 Share Posted April 14, 2007 I've had some some success. Here is what I did. Took the Dropship.physicalobjectgroup or (.pog). In the "type" field changed from dropship to AirshipChassis. Also (and this is what was keeping me from flying) I just noticed that the Dropship has only one engine. Added an Engine (ok two just to sure) Made sure to number each engine. Other than that it was just like any other vehical. Ok the gun still won't fire but I'm working on that. Here is what it looks like.(yes that is my gun sticking off the left tail fin ) Link to comment Share on other sites More sharing options...
Imperial Grunt Posted April 15, 2007 Share Posted April 15, 2007 That looks really cool! Is it going to have a side mounted gun like a AC-130 to strafe ground targets? This and the Icarius would be cool additions. Maybe 2 of each per team? Maybe there will be a need to increase the number of Hermes to counter, or to mount small AA guns on all vehicles...but player controlled and not remote controlled like on the Hermes. Link to comment Share on other sites More sharing options...
Chilibird Posted April 15, 2007 Share Posted April 15, 2007 I'd say it'd be difficult enough to avoid AA/Bacchus zones while flying (nevermind flying alone ) so that an increase in available AA shouldn't be nessicary. As for the gun thing.. lets test the code/galaxy theory. Land it somewhere (Raid has a couple of good open areas), and then firing. If we're right about this, the gun should fire. If not, then it's back to the drawing board :S Link to comment Share on other sites More sharing options...
Redcon-5 Posted April 16, 2007 Share Posted April 16, 2007 Galaxy autoguns work while flying One Dogfighter coming up. Link to comment Share on other sites More sharing options...
Phonan Posted April 16, 2007 Author Share Posted April 16, 2007 Yep. I've had one with two autoguns made for a while (can't take out projectiles, that would be unbalancing.) If you folks want it, I can put it up here. Link to comment Share on other sites More sharing options...
Redcon-5 Posted April 20, 2007 Share Posted April 20, 2007 Got a turret to work while flying How ever I lost flight controls I just sat there hovering dead in the air shooting. That is till I was dead on the ground. Link to comment Share on other sites More sharing options...
ClaytoniousRex Posted April 25, 2007 Share Posted April 25, 2007 Some code changes were required in order to make arming the AirshipChassis really doable. You can now put turrets and weapons on them the "normal" way, just as you would with any other unit. Here's new Cobra Gunship on a test flight (2 clips stuck together into 1 short video): Download it to watch it, don't stream it Video This code change is ready to go for the 1.2.6 release. Link to comment Share on other sites More sharing options...
aittam Posted April 25, 2007 Share Posted April 25, 2007 really cool, the hovering makes it behave like a chopper Link to comment Share on other sites More sharing options...
poesel Posted April 25, 2007 Share Posted April 25, 2007 Nice video and nice gun! Since now it looks like we will have more flyers in the game I have a wish for a feature: a switch that shuts off the automatic barrel elevation feature. Reason: I can quite well calculate horizontal movement of a target and 'know' how much in advance I have to aim. With vertical movement the automatic elevation always comes into my way and I never hit anything except if its very close. Fixing the range with MMB doesn't help, the shell still flys different to what I expect. A simple: point-the-barrel-where-I-point-the-cursor would really help. Link to comment Share on other sites More sharing options...
Phonan Posted April 25, 2007 Author Share Posted April 25, 2007 This will be insanely fun! Two things though... A) Is the Grapple now turn-off-able? We want balance, not Super-Vipers. (Never thought I'd say that, eh? Well, I actually only had one question. Now it's time to design my Gunship of DOOM! Link to comment Share on other sites More sharing options...
Imperial Grunt Posted April 26, 2007 Share Posted April 26, 2007 Very cool...but the gunships need camoflague like the dropships! A 20mm "squirt gun of death" minigun would be cool too, like this: Mini Gun Action And air to air missiles! And air to surface missiles! And nukes! And sharp sticks! Link to comment Share on other sites More sharing options...
Redcon-5 Posted April 27, 2007 Share Posted April 27, 2007 Yes but what if he has a Bannana? Or a basket of Berries? (sorry too many beers tonight couldnt resist) Link to comment Share on other sites More sharing options...
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