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#41 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 981
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i havent seen anycode to increase the lock range of a target object, just change the lock range of the weapon.
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#42 |
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Dutch Forces Mod Leader
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Looks good
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Cheers,
Glimmer To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Please visit To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. for free house music To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#43 |
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Forum Moderator
![]() Join Date: Apr 2006
Posts: 2,065
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laser targets embeded in all the vehicles a la vanilla is a big no no, even if HATs and choppers would have micro sized lock angles it would still bring the CAS jets back to a 0.6 wtfbbqlonewolfsdream state.
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#44 |
![]() Join Date: Mar 2008
Posts: 61
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looks great, although i notice its not a 2 "stage" motor, just 2 motors angled slightly out (as you see in the canadian test video before it starts to whirl (look REALLY close))
a 2 stage motor has 2 seperate motors that are alight at different times, the 1st motor fires up, burns out, then the second fires up and burns out. you have actually done a really good job as you haven't made a 2 stage motor (as you stated in the first clip) but a single motor (with a lot of fire but as stated the spin is not there (not important although it would be cool) and it is clearly going to be a challenge. maybe (only maybe) you black out 2 triangles and have them rotate backwards slowly? if its even possible it would look just like a car wheel when motion tricks make the wheel look like its spinning backwards |
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#45 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 981
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thing is you can make it so if the player goes off the target for even 0.1 sec they wont be able to lock, so a chopper would have to hover, then the gunner would have to follow the tank for 5sec, then they could shoot and it would work, it would be close to what we have right now just less skill to use.
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#46 | |
![]() Join Date: Jun 2007
Posts: 3,941
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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#47 | |
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Forum Moderator
![]() Join Date: Apr 2006
Posts: 2,065
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#48 | |||
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PR Artwork Team
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Fludblud get ready to be happy....
Shame youtube is rubbish quality. Its not quite perfect but its close no? Had a big setback with the optics today, when I realised that I will have to build a whole new model to put my lovely sight into, as EA wont let anyone alter their their models, and the sights are built into the model. Bummer, especially as pretty much everything is done apart from that! I only started editing this as I thought it would be quick. So, do I build a whole new model just to put some sights in? Or has anyone got a crafty solution? | |||
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Last edited by [R-DEV]Drav; 04-25-2008 at 09:22 PM..
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#49 |
![]() Join Date: Jan 2008
Location: Quebec, Canada
Posts: 624
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THAT is cool good job mate
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#50 | ||||
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Banned
![]() Join Date: Jul 2007
Location: Norway
Posts: 3,190
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