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 Experimental Dummy Vehicles (2013-01-03: R12) 
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Joined: Tue Aug 11, 2009 5:09 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
joost1120 wrote:
I just tried to change the concrete sprayer into a flamethrower.
Didn't work... But I did change the MG of the car into a nailgun. :smile:
In EDV.rte/Weapons.ini there is an AEmitter called "Concrete Emitter". Just change the emitted particles to something suitable like the Coalition flamer particles.

IMO the concrete sprayer is really useful when moving over badly damaged terrain though.


Sat Oct 24, 2009 10:20 pm
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Joined: Fri Jul 24, 2009 9:03 am
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Post Re: Experimental Dummy Vehicles (2009-10-08: now two missions)
The concrete from the concrete sprayer occasionaly gets caught in the tank's armour, I did possibly want to have it spray faster and also slightly higher, so that it still hits the ground but can reach over, say some small hole in the ground.


Sun Oct 25, 2009 7:54 am
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Plenty of good suggestions in this thread, so I have tried to incorporate as many of them as I could in a final release. No major changes but I hope that the mission Overrun is a little bit more challenging now.


Sun Oct 25, 2009 4:18 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Pure fun! I even managed to complete Armor Assault with a single unarmed dummy fallen from destroyed dropship :)


Tue Dec 15, 2009 10:30 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
And now, once more, we have a bump! Bumpeti-bumpeti-bump. Bump bump!

Also known as a necro.


Tue Dec 15, 2009 10:58 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
A bump it might be, but it isn't a 'necro'.

Anyway, the mod is awesome, love the armored car.


Tue Dec 15, 2009 11:08 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
I think the mission Overrun is just awesome. It's so fun to fight the dummies again and again...
Annoying when there's a armored car rolling in front of your bunker.
It rolled and rolled until it rolled right through the bunker, allowing it to attack the main base.
Very annoying.


Tue Dec 15, 2009 11:13 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Still the only gunship that doesn't suck!


Wed Dec 16, 2009 6:57 am
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Have you tried whitty's battleship/gunship/whatever-ship, Exalion?


Wed Dec 16, 2009 10:29 am
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
AI controlled guns? PAH! PAH I SAY! This gunship gives me full control: it is the best.


Thu Dec 17, 2009 3:57 am
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Well, that's true. You are right. Now i need some gunship carnage. Mwahahahahaa!
*running up CC and raining death from above in the shape of grenades and machinegun bullets*.


Thu Dec 17, 2009 1:15 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
I am glad you came around to my way of seeing things :evil:

GO LASERS PEW PEW


Fri Dec 18, 2009 5:59 am
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Hey Abdul Ahazred, if you read this, i would like to ask that are you still working on this mod or not?
If you are workin on this mod, please make the Overrun more challenging.

Thank You.


Tue Dec 22, 2009 12:27 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Natti wrote:
Hey Abdul Ahazred, if you read this, i would like to ask that are you still working on this mod or not?
If you are workin on this mod, please make the Overrun more challenging.

I wanted to add something more to this mod but could not think of anything worthwhile, so I did this instead:

Image
Note that the AI is in control of the gunship. It still won't fire the grenade launcher (too much work).

One reason why the AI's units are so easy to kill is because of the limited view range of the native actors. I have made some experiments where the enemy actors have a view range relative to the player's screen resolution so the AI can shoot at the player if the player can see the AI unit. This will probably increase the difficulty somewhat.


Tue Jan 26, 2010 11:19 pm
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Post Re: Experimental Dummy Vehicles (2009-10-25: bugfix)
Yeah, I would like AI control of the laser cannons, since it's a bit hard to manage both while flying over and killing everything. The nade launcher would be just fine if it was manual, because having that thing under AI would likely cause damage to the craft sometimes. Just how would the grenade launcher look in one direction and switch to the other if the lasers are no longer under manual control?


Wed Jan 27, 2010 4:08 am
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