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[RA2]M270 MLRS
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mingyue
Civilian


Joined: 02 Oct 2023

PostPosted: Tue Jun 18, 2024 1:50 pm    Post subject:  [RA2]M270 MLRS Reply with quote  Mark this post and the followings unread

U.S.Amry M270 Multiple launch Rocket System
PrimaryFireFLH=35,50,249



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Last edited by mingyue on Fri Jun 21, 2024 2:20 pm; edited 1 time in total

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206UE
Stealth Laser Trooper


Joined: 07 Jan 2010

PostPosted: Tue Jun 18, 2024 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nicely done.

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timharvey
Civilian


Also Known As: tim
Joined: 19 Jun 2024

PostPosted: Wed Jun 19, 2024 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

So good. Congratulations

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mingyue
Civilian


Joined: 02 Oct 2023

PostPosted: Sun Jun 23, 2024 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Fix HVA Fix Taillight color issue
TurretOffset=-85
Sorry for the inconvenient.



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PostPosted: Sun Jun 23, 2024 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I wasn't even aware it had a turret in the first place...

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VanOwen
Civilian


Joined: 22 Jun 2024

PostPosted: Sun Jun 23, 2024 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Anonymous wrote:
I wasn't even aware it had a turret in the first place...


Sorry, that was me.  It looks like it does have one after all, I just for some reason thought it did not, and didn't give it one in the rulesmo.ini document.  Looks like I need to change that.  I turned it into a chemical weapons dispenser, where it creates large concentrations of basically virus gas (Technically Bloattick gas, as this is Mental Omega I'm using it in) when the shells hit, with me just force firing on an area.  Utterly devastating over time, as even heavy units take some damage traveling though that gas.

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