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Grey Knights and Dreadnoughts released
Topic Started: Apr 3 2011, 08:45 PM (1,626 Views)
CSM
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Captain
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Here to ease the waiting for 3.1, I decided to release my Venerable Dreadnoughts and Grey Knights:

http://hotfile.com/dl/113168456/6db830a/GreyKnightsDreadnoughts.rar.html

The OFPWH40K Mod v.3.0 is required for them to work.
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Profane Pagan
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sad pagan
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I try to find words, CSM. I am just a rookie and it is a pleasure to to see the big professional game.
Also I am not quite profane here. Maybe it is a good start if I tell you my first impression.
First of all, they are all beautiful. Although have you noticed the dreadnought's plasma canon is the friendliest weapon of mass destruction? I can outrun it's projectile if I walk.
Well, speaking of dreadnoughts, I undestand why did you chose the tank class. From now on, in this mod your dreadnought will mean the term, dreadnought. But listening to the sound when it makes with every step.. That: Ching-Ling..ching ling...
Wow. I had a roommate back in the university, he made this sound with his teeth while he was sleeping...
Still, I salute you CSM!
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Ultramarines air (temporary down)

"I hadn't known there were so many idiots in the world until I started using the Internet." Stanislaw Lem
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CSM
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Captain
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Yes, the plasma cannons projectiles suck. But I did what I can, as soon as I rised the speed of the projectiles in the config, they disappeared.

It gets even more strange, I used the exact same config for the Grey Knights "Psicannon". And there it works perfectly, the projectiles come out at a proper speed, without disappearing.


Well the addons are free to edit for everyone, maybe someone will find a solution.
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Deleted User
Deleted User

Hello,

Have you tried using the drop command?A script could tag a bullet
or shell,and "drop" particles from them as they leave the weapon.

It can look a bit too strung out for a "beam".But it would probably suit a
plasma type weapon.As in,a ball of white in blue light,that follows the
bullet or shell to the target.

The downside(There's always a downside),is that the tank class might
need shells,in order to use the hlavne(Usti,Konec)selections.With Kulas
reserved for the co-axial weapon(stormbolter).The shells result in smoke
and a recoil.Perhaps that can be worked around,I'm not sure.

The upside,is a large increase in projectile speed.

I can do up a test run if you like.It wouldn't take too long.Your decision.
I'd need to make some changes in the weapon/ammo classes,and add the
script.

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CSM
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Captain
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Macser
Apr 4 2011, 04:09 AM
Hello,

Have you tried using the drop command?A script could tag a bullet
or shell,and "drop" particles from them as they leave the weapon.

It can look a bit too strung out for a "beam".But it would probably suit a
plasma type weapon.As in,a ball of white in blue light,that follows the
bullet or shell to the target.

The downside(There's always a downside),is that the tank class might
need shells,in order to use the hlavne(Usti,Konec)selections.With Kulas
reserved for the co-axial weapon(stormbolter).The shells result in smoke
and a recoil.Perhaps that can be worked around,I'm not sure.

The upside,is a large increase in projectile speed.

I can do up a test run if you like.It wouldn't take too long.Your decision.
I'd need to make some changes in the weapon/ammo classes,and add the
script.

Sure. As I said, all my addons can be edited in every way by anybody.
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Deleted User
Deleted User

http://www.megaupload.com/?d=BF70FH54

I haven't messed around with the other types.Just the one with the plasma cannon.
MKIVPC.PBO.

I made a few changes in the config for the ammo and weapon types.Slowed it
down a bit and added some alternatives sounds to the "anime" footsteps.
(They tend to do my head in :) )
I added a proxy into viewpilot.Although,as is always the case,the proxies don't
always reflect their ingame position.Why?...I don't know.

The only major thing that people may not like,is the recoil and smoke.
But using a "shell" type was the only way to use the usti/konec selections.
But it does give the impression of power at least.And the charge travels at
the speed of the shell,give or take a millisecond.

I also dialled down the recharge time to about 4 seconds.For two reasons.
Although the script is only running for the lifetime of the shell,it's best not
to go crazy with the firerate.

Anyway.Nice work.
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ww2weasel
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Da Brainboy
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Damn it's a killer now. A 1 shot wonder. Might be a Tad bit too powerful. Plasma killing outright - I can see that - but to have an High Explosive effect as well - whew the enemy will be cleared from the battlefield in minutes. Perhaps the sound changed to a plasma regenerate power and fire - could be the way too go. Anyways - any work done for the Mod always appreciated.

So a thank you too both CSM & Mascer - is in order.
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