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Trying to make A AC-130
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Frontlines
Missile Trooper


Joined: 23 Nov 2009
Location: Charleston, SC

PostPosted: Sun Jan 03, 2010 9:25 pm    Post subject:  Trying to make A AC-130 Reply with quote  Mark this post and the followings unread

Aka.. An Assault Hercules..
The Cheap Verison of it. is the Spectre.. i want to make a real verison using the C-130 model from Zero hour. And Add the three weapons to it..
the 25mm Machine Gun Like Cannon, The 55mm Rocket Launcher Type Cannon. And The 105mm Big Boom Cannon
xD


Any help? i dont know how to add the three weapons for a weaponset..

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jan 04, 2010 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

PRIMARY
SECONDARY
TERTIARY

These are the available weapon slots. I can't help you any further atm (at school), so I hope DaFool or any other Generals modder comes by to assist #Tongue

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Sat Jan 09, 2010 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, first question would be: how does the player acquire the unit? Is it built from an airfield (might be a bit too big)? Or is it deployed via a Spy Drone-style superweapon?

As for the weapons - try putting them in turrets, with each weapon having an AcceptableAimDelta of something like 10 or 15. For the projectile weapons - cannon and rockets - you should also make them scatter a bit around the intended target to simulate the inaccuracy of the affair. I made something similar to this as a test once, giving it only a long-range Gatling gun. Because of the turret, the unit would circle over its target and hammer it with the Gatling gun firing out under the wing, almost exactly like the real-world equivalent. Just make sure to give the locomotor a very wide turning circle, otherwise it might try to stay too close to the target.

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Frontlines
Missile Trooper


Joined: 23 Nov 2009
Location: Charleston, SC

PostPosted: Fri Jan 15, 2010 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

The Player will acquire it from a special airfield.
And sounds unbalanced. but only two of these will be built at a time. They also wont go very fast. not saying they'll be very slow. Anyways.. thanks.
And.. As far as giving Ranges/ And all of that..
I need a scale.. cause.. ill put in one thing.. but i go ingame.. and its either alot Longer than i intended.. or so close that it cant fire..
its just like.. How can you determine a range?

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Fri Jan 15, 2010 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, for a scale comparison, look at the following weapons:
- Ranger's machinegun
- Crusader's tank shell
- Raptor's missile
- Tomahawk Launcher's missile

If you compare those four, you should get a good idea as to what the combat ranges are for different unit/weapon combos.

Also, keep in mind that a weapon firing into the air (against air targets) will need a longer range than its anti-ground equivalence. The most obvious example would be the Quad Cannon - look at the range of the anti-ground MG, and then compare it with the range of the anti-air MG.

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