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 Guided Missile Launcher *Update again 
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Joined: Thu Jun 10, 2010 6:08 pm
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Post Re: Guided Missile Launcher *Reposted
Grif wrote:
Kudos to Azzuki and Cavecricket for settling this independently, to the satisfaction of both parties and without any hard feelings.

Kinda wish all of you were capable of doing that.


Seconded. Too many flame wars start over this sort of thing. Also, glad it;s back, I can finally download. :D


Fri Aug 20, 2010 6:10 am
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Joined: Sat Apr 17, 2010 6:43 am
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Post Re: Guided Missile Launcher *Reposted
I was lucky enough to grab this before it got taken down. It's tons of fun, and with it one soldier can defend a whole base.

Glad you guys were able to settle it like adults. Now more people can enjoy this weapon.


Fri Aug 20, 2010 6:21 am
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Data Realms Elite
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Post Re: Guided Missile Launcher *Reposted
Nachtauge wrote:
I was lucky enough to grab this before it got taken down. It's tons of fun, and with it one soldier can defend a whole base.

You'd be surprised how many missiles you can have going at one time, if given an open field, and a fast inflow of enemies.


Fri Aug 20, 2010 6:24 am
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Post Re: Guided Missile Launcher *Reposted
Thanks c.cricket for the great, fun and useful stuff.
Thanks Azukki for exemplary diplomacy.


Fri Aug 20, 2010 10:39 am
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Moderator Hero

Joined: Sun Dec 24, 2006 11:28 pm
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Post Re: Guided Missile Launcher *Reposted
Grif wrote:
Kudos to Azzuki and Cavecricket for settling this independently, to the satisfaction of both parties and without any hard feelings.

Kinda wish all of you were capable of doing that.



We'd be out of a job if they could all do that. I tip my hat to you both whilst sitting on a mountain of lima beans. This is a fun mod to use - good job CC.


Fri Aug 20, 2010 10:55 am
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Post Re: Guided Missile Launcher *Reposted
I never knew it got tooken down. I have all CaveCricket's mods so i never check back to see the threads.


Fri Aug 20, 2010 10:57 am
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Post Re: Guided Missile Launcher *Reposted
Wonderful maturity shown on the parts of CC and Az. Great mod. Would be a shame to have newbies to miss out on it. It's main selling point, in my opinion, is its polish. Everything works.


Fri Aug 20, 2010 1:50 pm
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Post Re: Guided Missile Launcher *Reposted
There's also a mod in this thread that we could talk about. :P

I personally don't care for the present means of switching to control of the rocket. Pie menu just seems like the wrong choice. I think it's the delay I don't like.
I made an altfire weapon that was toggled by whether you were holding crouch when you fired the weapon, and I preferred that quite a bit to this.
Letting off or tapping crouch briefly as you fire wasn't really disruptive towards using crouch for its real purpose.
I suggest you give it a try, and see what you think.


Sat Aug 21, 2010 2:30 am
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Post Re: Guided Missile Launcher *Reposted
I was thinking about tapping fire for a normal missile and holding fire for a brief period of time for a manually controlled missile. I generally don't like using movement buttons to control devices.


Sat Aug 21, 2010 3:21 am
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Post Re: Guided Missile Launcher *Reposted
Yeah, hold/tap would probably be better too. And it would probably require only moderate changes to incorporate, since you're already checking the activity state of the actor's controller within a particular time frame, I assume?


Sat Aug 21, 2010 4:29 am
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Post Re: Guided Missile Launcher *Reposted
Or a mode switcher like switch to gold AI mode to toggle auto/manual guidance?


Sat Aug 21, 2010 10:10 pm
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Post Re: Guided Missile Launcher *Update
sam123486 wrote:
Or a mode switcher like switch to gold AI mode to toggle auto/manual guidance?

Nah, that's overly complicated.

Azukki wrote:
And it would probably require only moderate changes to incorporate, since you're already checking the activity state of the actor's controller within a particular time frame, I assume?

Yep. In fact...

Update! I was able to do limited modding with this crappy laptop I'm using.
Control changes:
Tap fire to launch a normal missile. Hold fire for 230 miliseconds to launch a guided missile. The manual detonation button has also been moved to JUMP (while controlling the missile).


Sat Aug 21, 2010 10:16 pm
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Post Re: Guided Missile Launcher *Update
CaveCricket48 wrote:
Tap fire to launch a normal missile. Hold fire for 230 miliseconds to launch a guided missile. The manual detonation button has also been moved to JUMP (while controlling the missile).

I like that, sounds... comfortable for playing, still, I'm going to keep the old version files...
(for future and possible cannibalizations)


Sun Aug 22, 2010 1:33 am
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Post Re: Guided Missile Launcher *Update
Oh yeah, this is way better. 8)
Without the pie menu thing bugging me, this is one really great mod.

Although, keeping manual detonation at fire, by first making sure that you weren't holding fire while controlling the missile at some previous point, may have been a bit better. And being able to switch over to the rocket a while after firing would be neat too.


Sun Aug 22, 2010 1:51 am
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Post Re: Guided Missile Launcher *Update again
Update. I did a control change:
Azukki wrote:
Although, keeping manual detonation at fire, by first making sure that you weren't holding fire while controlling the missile at some previous point, may have been a bit better.

So, after you hold fire to launch a manually guided missile, release fire and tap fire again to detonate the missile.


Sun Sep 05, 2010 6:01 pm
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