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 MaximDude Corp. (Updated 27/09/15) 
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
tankmayvin wrote:
Having issues controlling the gunships in 1.0, shouldn't the manoeuvre keys be the standard WASD while the turret is aimed independently with the mouse? Not working for me at any rate :???:

They are controlled as they were always...

Read this carefully, I hope it clears things up regarding the gunships and how they work for you and everyone else.
Please note that this short gunship guide is most aggressive, I would like to clear that it is not aggressive towards you or anyone else, I just wanted it to be aggressive. hurr durr
There will be alot of BOLD CAPITAL LETTERS. So yeah, let's do this...



The MK1 is made of TWO COMPLETELY SEPARATE actors.

• One is the DROPSHIP - When it is selected, you control ONLY the DROPSHIP ITSELF (You know, the flying thing that holds the turret), you have ABSOLUTELY NO CONTROL OVER THE TURRET WHATSOEVER. AT ALL.
   DON'T EVEN TRY CONTROLLING THE TURRET WHILE YOU ARE IN CONTROL OF THE DROPSHIP, YOU WILL FAIL, DO NOT ATTEMPT IT.

   The AI takes care of that turret crap - It does a shitty job most of the time but it tries really hard, so you gotta give it some credit.

• Now, the second actor is the TURRET - When it is selected, you control ONLY, ONLY and ONLY THE TURRET. You have ZERO CONTROL OVER THE DROPSHIP.
   You can see it get blown to a bazillion pieces along with you while controlling the TURRET and you will be able to do ♥♥♥♥ about it unless you switch back to the DROPSHIP and get the ♥♥♥♥ away.
   What happens when you switch to the TURRET is AI taking over the DROPSHIP controls, it tries to keep it the same place most of the time.
Make sure to set AI mode to 'Stay' so the dropship won't fly off to space once you select the turret.

• Here is a short scenario explaining how to utilize the gunship MK1 in combat:

1. You order a fresh, new gunship MK1 from the MDC catalog and wait for it to descend from the heavens.
2. Alright, you got it.
3. You proceed with selecting the DROPSHIP part and making your way towards your target area, meanwhile the AI does it's shitty job controlling the TURRET and trying to aim at enemies while being mobile and mostly just doing nothing besides freaking out.
4. If you were not shot down from the sky and/or blown up by random debris, then you have now reached your target area.
5. You proceed with setting the DROPSHIP AI mode to 'Stay' and switch to the gunship's TURRET.
THIS IS WHERE ♥♥♥♥ GETS REAL
6. You now have full control over the TURRET (Watch out, you have something like 360 degree aim, so you can easily blow your ride and die, so be careful) while leaving the piloting of the DROPSHIP to the AI.
7. You life now depends on AI piloting. This will most likely end bad.
8. While controlling the TURRET, you do your job - You ♥♥♥♥ ♥♥♥♥ UP.
9. If you are not dead, then you are now finished ♥♥♥♥ ♥♥♥♥ UP.
10. You switch back to the DROPSHIP, leaving TURRET controls over to the AI and have a nice day.

Easy as that. I know, it's kinda primitive, but that's why it's MK1 and all that...
Actually i'm just ♥♥♥♥ with lua so I really had no idea what I was doing.
Moving on...

The MK2 on the other hand, has a COMPLETELY DIFFERENT CONTROL SCHEME.

• While still being put together from TWO COMPLETELY SEPARATE actors, you are able to CONTROL BOTH THE DROPSHIP AND THE TURRET AT THE SAME TIME.
   How ever, you are NOT ABLE TO TAKE DIRECT CONTROL OVER THE TURRET (as in, selecting it).

• The TURRET on the MK2 runs a script that will make you 'BOUNCE' BACK TO CONTROLLING THE DROPSHIP when you SWITCH CONTROL TO IT.
   NOTE that switching to the TURRET and 'bouncing' back to the DROPSHIP will DISABLE AI CONTROL OVER THE TURRET for the rest of the turret's short life on the battlefield.
ALSO NOTE that the switching and 'bounce' back action is MANDATORY TO ENABLE SIMULTANEOUS CONTROL OVER BOTH ACTORS.
   In other words, you will HAVE to select the TURRET to be able to control it while piloting the DROPSHIP.
• Because of this 'BOUNCE' crap, switching to a different actor might be a pain in the ass.
   The recommended course of action when trying to switch away from the gunship is to HOLD THE SWITCH KEY UNTIL THE CIRCLE SHOWS UP, then MOVE IT AWAY TO THE ACTOR YOU WISH TO SWITCH TO and RELEASE THE KEY.

• The TURRET is controlled via lua binded keys:
   The 'Z' key will make the turret rotate COUNTER-CLOCKWISE.
   The 'C' key will make the turret rotate CLOCKWISE.
   The 'X' key will make the turret fire it's weapon. NOTE that you are NOT ABLE TO MANUALLY RELOAD the turret. It will AUTOMATICALLY RELOAD once the MAGAZINE IS EMPTY, like any other weapon.
• Said rotation controls are true is the turret is FACING LEFT.
• If the turret happens to flip itself and FACE RIGHT while being over AI control then:
   The 'Z' key will make the turret rotate CLOCKWISE.
   The 'C' key will make the turret rotate COUNTER-CLOCKWISE.
   The 'X' key remains the fire key regardless of the direction the turret is facing.
• That is if I am not mistaken with this whole rotation bull♥♥♥♥. If I am, then it doesn't matter, you still have just 2 keys which you use to aim up/down. So yeah, moving on...

Binded keys can be configured by editing 'UInputMan:KeyHeld(#)' key values in 'GunShipMKII.lua'.

   Yeah, I think that's all there is to know about how it works.
• Here is a short scenario explaining how to utilize the gunship MK2 in combat:

1. You order a fresh, new gunship MK2 from the MDC catalog and wait for it to descend from the heavens.
2. Alright, you got it.
3. You proceed switching control to the GUNSHIP. If at first try you cease control over the DROPSHIP, tap the switch body key to select the TURRET and be switched back to controlling the DROPSHIP.
4. You have now activated BINDED MANUAL CONTROL of the TURRET, AI will now be disabled for the TURRET for the rest of it's stay on the battlefield.
5. You now make your way to the target area.
6. If you were not shot down from the sky and/or blown up by random debris, then you have now reached your target area.
THIS IS WHERE ♥♥♥♥ GETS REAL
7. You have FULL CONTROL over the DROPSHIP AND THE TURRET.
8. You proceed to ♥♥♥♥ ♥♥♥♥ UP with the TURRET while MAINTAINING CONTROL OVER THE DROPSHIP, allowing you to EVADE INCOMING RESISTANCE, NO LONGER DEPENDING on CRAPPY AI PILOTING.
9. If you are not dead, then you are a GREAT PILOT AND GUNMAN and now finished ♥♥♥♥ ♥♥♥♥ UP.
10. You leave the target area and have a nice day.

Easy as that. Much more sophisticated than the MK1.
It has it's flaws, but it's a very solid killing machine.

I hope I got everything right, because I didn't really check how these babies behave in 1.0, I just pulled this aggressive gunship guide out of memory.
If you find that I missed something important, please tell me. I will later add this to the OP.

It is now 5:20 AM and I haven't selpt for over 30 hours, I think it's time for a nap.
Cheers.


Last edited by MaximDude on Fri Oct 05, 2012 4:24 am, edited 1 time in total.



Fri Oct 05, 2012 3:27 am
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
Cool, thanks =)


Fri Oct 05, 2012 3:42 am
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Joined: Mon Aug 27, 2012 11:13 am
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
Getting this error:




Yay! Using the same image for 2 bug reports!


Tue Oct 09, 2012 2:56 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
I don't recall that ever being there... Strange...
Ignore that error.


Sat Oct 13, 2012 8:33 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
For some reason, MDC miners dig straight up when put in dig mode. Other factions don't do this. Maybe it's because I have the smarter AI mod? most likely not though.


Tue Oct 16, 2012 1:47 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
Someone64 wrote:
For some reason, MDC miners dig straight up when put in dig mode. Other factions don't do this. Maybe it's because I have the smarter AI mod? most likely not though.


Actual, I've got the same issue its honestly a time-waster because you either need to dig down then micro manage them so that they don't dig them self out of the map. Or hope like hell that bounty's on enemy are added.


Tue Oct 16, 2012 3:07 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
what ever happend to the original MDCHQ?


Wed Nov 21, 2012 5:46 am
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Joined: Thu Nov 08, 2012 2:18 am
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
Can you please make a zip file for this? =)


Fri Nov 23, 2012 3:57 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
any plans to update these weapons for 1.05? it laaags


Sat Feb 09, 2013 6:24 pm
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
What lags exactly? I've tested every single weapon and it worked fine.


Sat Feb 09, 2013 7:26 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
weegee wrote:
What lags exactly? I've tested every single weapon and it worked fine.


ah the nukes and the air bombs


Sun Feb 10, 2013 1:03 am
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
Izak12 wrote:
ah the nukes and the air bombs


Must be your computer then.


Sun Feb 10, 2013 10:39 am
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
Saven wrote:
Izak12 wrote:
ah the nukes and the air bombs


Must be your computer then.


ah youre right i fixed the problem


Sun Feb 10, 2013 5:45 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
- MDC Heavy Duty Double Dphotobucketoor -
You mean door?


Fri Mar 29, 2013 6:48 pm
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Post Re: MaximDude Corp. (Updated 25/08/11 (1.0 compatible))
can you do a loadout file for metagame?


Sun Mar 31, 2013 1:31 am
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