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Elysian "Orion" Combat Airship (Titan Killer)
Topic Started: Sep 3 2009, 12:26 AM (476 Views)
Razor X
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"From the skies!"

here's a sharp looking Elysian Airship for you guys thanks to XKiller...

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DL here
http://www.box.net/shared/ckmllse1kj

its the same Airship with new skin, scripts are still in work.

Njoi :)

* NOTE *
Well seems I have reached the limit to the Ai flight capabilities of the Airship if anyone would like to make it better please feel free to give it a shot. :)




armed with ...
1) Conqueror Cannon
2) 12- Hunter Killer Missiles
3) 40- Heavy Bombs
4) Machine God Radar Jammer ( you must manually target this vessel to shoot it down. AI cannot shoot down.

works great vs titans in beta tests .

need to finish..
1) Prop animatons
2) Textures

Edited by Razor X, Nov 7 2009, 12:17 AM.
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ladie from hell
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in your main OFPWH40Kv3 folder is a sub folder called "ReadMe files"

in there , there are zip files called "East units names, IG RES units names, IG WEST units names, orks units names, space marines units names"

the zip named "IG RES units names" will have the config names for the Elysian names..

i love it so far BTW... looking forward to having the Ork fliers shooting it done in flames .... :D

LFH
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Razor X
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Elysian "Orion" Combat Destroyer Airship (The Titan Hunter) By RaZoR X for WH40K Mod

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bugs...
1) you must slow down to turn fast. (Its a freekin big balloon)
2) bombs work best with Manual fire.
3) for some reason I can only order my squad to board airship, unable to waypoint ai troops to board.
4) sorry only one prop works :(

let me know if you find more...

use at your own risk, works only with wh40k mod.

hope you enjoy! :)
Edited by Razor X, Sep 8 2009, 04:25 PM.
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XKiller
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cool - thanks; definitely something completely different




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Razor X
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Yea it was fun to make :) and it sure is fun to take an Ork squadron and blow one out of the sky :))) WWWWWWAAAAAAAAAAAAAAAAAAAAA!
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ladie from hell
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need to reset the config of the blimp's base #fly height... on map of Armageddon.. blimp crashes in the imperials walls... did not go well with Commissar Yarrick to well..

he's a bit pissed . :ermm:

other then that... it rocks the orks very well, :D


LFH
Edited by ladie from hell, Sep 4 2009, 02:02 PM.
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Razor X
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I did not know there was a way to fix the ride height. what do i do ? is it some kind of script i can use?
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ladie from hell
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Razor X
Sep 4 2009, 05:13 PM
I did not know there was a way to fix the ride height. what do i do ? is it some kind of script i can use?
:ermm:

as per the IF land speeder config :

/////////////////////////////////////////////////////////////////////
class EventHandlers
{
//init ="[ _This select 0] exec {\IF_air\script\Altitude.sqs}";

/////////////////////////////////////////////////////////////////////////////////////////
in script its:
Quote:
 
_this select 0 flyinheight 15
exit


of course to adjust the flyinheight 15 or 20 or what ever seems/looks to be right ...

LFH
Edited by ladie from hell, Sep 4 2009, 05:41 PM.
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Razor X
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Thats Great!! learn something new everyday!!

how do i make a .sqs file ?

I would also like to know how to make my Elysian Troops to Parachute from Airship too.

"From the skies!"
Edited by Razor X, Sep 4 2009, 06:56 PM.
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Razor X
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ok this is turning out to be an awesome day!! :)

ok i learned how to make an .sqs file and your script worked great.

the problem we have now is when the Airship detects the enemy it flys down low.

how do we we keep the airship high in the sky during combat?
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