Redcon-5
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Posts posted by Redcon-5
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-Too many Sniper teams. Should only be at most five. I think its ten right now.
-Bots can't fire Shoulder ATGM. Dont know what or how to fix that.
-where is the Shrike A?
-the turret traverse rate on the Ariel class is too slow. About 1.5X the current speed would be a good place to start.
-smoke generator for the Ariel'S ???(just thought of that right now as I'm typing. I'll see if it will be an easy mod and report back)
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Can you give a tank or turret jump jets?
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yes I'm always working to improve it per player requests. You just have to wait for the next CZ update
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I just looked and all I have to say is oop I did send poesel the wrong rifle. Sorry folks. But as an appolgy we(read poesel) are working on a textured version.
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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)
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Blender. It is just such a involed program that I havn't figured it out.
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Yes just as soon as I figure out how! Right now I have no idea how too texture things.Originally posted by Imperial Grunt:Any chance of getting the sniper rifle and that giant radio pack camoflagued? [/QB]
Speaking of textureing things I got to appluade the new MLRS on the Palidan. Looks great poesel.
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I played with them a bit trying to make a different version of obstical. They seemed to work bots hit them and flipped over To be honest I was using collision triangles not boxes, in fact everything seems to work better as triangles and not boxes. Hope that helped somewhat.Originally posted by Chilibird:The Ramses will hopefully be done for the next release, if I could figure out what the heck is up with the collision boxes. Has any of our modders had any success there, either?
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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"
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Originally posted by Imperial Grunt:
Don't know how you did that with the new rifle! Great shot! You hit the sweet spot on the apollo's flank,
Thank you and I always aim for the sweet spot.
I was able to drive Nexus crazy one day.
As if he wasnt enough already
I still think that the rear armor and back turret armor of a Thor should be vulnerable at around 3000m.
It is. It is just the killing power and fragmentation factor have been cut down.
It looks like the model for the rifle was changed as well. Is it possible to bring back the bigger rifle? I thought it looked really cool!
If it was it was an accident, it should be the same model but i might have sent poesel the wrong file.
[ April 09, 2007, 05:36 PM: Message edited by: Redcon-5 ]
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Allow me too disagree, but just a little bit, Yes the rifle is a little too week against the Thor Turret. And it does take 3-5 shots to kill, but other then that I guess this picture would qualify as still being too powerfulOriginally posted by Imperial Grunt:There is no longer any effect on Apollos from the side.I understand that the effective range has been reduced to 1000m. 3-5 side shots on a Paladin or Apollo at 2500m should be effective,
The sides of Apollo turrets and Paladin turrets should be vulnerable to 3-5 good hits at 2500m. Rocket launchers and other "fragile" weapons systems not meant for direct combat should be even more vulnerable.
I do agree that engaging targets over 3000m and killing apollos with flank shots is too over powered.
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Sniper rifle has been made less powerful. Only one sniper per team. And it will kill a turret but like everything else you have to hit the weakest spot (not the Base).
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Ok having played with the sniper rifle quite a bit this past week I found a weak spot on both the Apollo and the Palidan that allows for a reapeatable "One Shot One Kill".
This is not my intention for the Sniper Rifle. Also as the above post note killing a turret is impossible (as far as I can tell).
I will be changing the stats of the rifle to weaken its direct kill abillity but possibly increasing its penetration.
I want input here please. Is the rifle good as is or too powerful or should it be removed altogether? Any suggestions at all will be accepted gladly.
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Yeah Nexus was getting a little upset. But I think it was even parts you killing him and me not getting there quick enough. But I had a long walk you guys had the area sewn up pretty tight with AAA. Lost four teams just trying to find a place to land.
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I'll look in to it
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Don't worry I know what is wrong. I was trying to limit the range it could fire (guess I did too good of a job). I'll have it fixed for the next update.Originally posted by aittam:The Infantry's ATGM needs fixing urgently, right now is useless at short distance, and at long too 'cause you need to shot it up in the sky and then bring it down but trying in the mean time to avoid collision with the ground
it happens since the new launcher has been introduced
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"Guided RPG" was too long to put so I named it a "Lite TOW". They should have replaced the ATGM squad.Originally posted by Imperial Grunt:What is the LTOW infantry?, the ATGM squad? In Zoo 2 they worked.
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That would slove a problem I was having.Originally posted by ClaytoniousRex:You're quite welcome! If they seem to float in the air then you might want to change the type to "Building" instead of "Rock".
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useing a exploives to dig in with, right now, is a bad idea. Blew my Squad to kingdom come. That was with just blast radius. No frag, no structal, and no pennatration. Still working the issue.
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Glad somebody is doing the unwrapping, thanks.
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Sorry I don't remember but it was at Dead Gutch I was on the wall on the North Fort he was just south of the base to the East. Say no more then 2500mOriginally posted by Imperial Grunt:That looks good...what was the range to target?
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Ok you guys wanted a 2000m missle you got it. It flys like a catapulted wet brick but launched flat it will only go 2000m
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OOOPS.
[ March 01, 2007, 10:22 PM: Message edited by: Redcon-5 ]
Arming the Viper
in DropTeam Modding Forum
Posted
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 )