Battletech
Moderator: Moderators
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
thanks fizzy. and yes this is the older mod, i just fixed it up abit. trying to make some kind of CBT spring mod for those eager awaiters of our full awesomely UVed and ammunition heat system scripted mod. how ever feed back for the total battletech beta would be much apreciated so i could fix it up and make it more playable....
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
wow this battletech mod looks great. I really like battle tech. I am too lazzy to read all the pages, but i hope it will be a bit like mech commander, so very few mechs, some tanks and other units and very tactical.
Suggestion: what about taking the sound files from mech commander, so that pilos instead of these mechanic sounds repeat when you click them? Ok perhaps it sucks a bit because spring doesnt supports random sounds so clicking one would always repeat the same sentence, but if one day spring would support that, awesome for this mod :D. Hope it would be not that illegal to take these sounds
Suggestion: what about taking the sound files from mech commander, so that pilos instead of these mechanic sounds repeat when you click them? Ok perhaps it sucks a bit because spring doesnt supports random sounds so clicking one would always repeat the same sentence, but if one day spring would support that, awesome for this mod :D. Hope it would be not that illegal to take these sounds

The mod seems to play fairly well, with one exception...
Why is there Comm Bombing in the Battletech universe? It seems to be even more lethal than the AA version... I had a Barracks, but an explosion took out my commander and I had no constructors or metal mining structures.
Anyway, just the Comm is an issue. Great work thus far.
Why is there Comm Bombing in the Battletech universe? It seems to be even more lethal than the AA version... I had a Barracks, but an explosion took out my commander and I had no constructors or metal mining structures.
Anyway, just the Comm is an issue. Great work thus far.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Well, the L2 Clan air factory has three planes. The L3 has six. That makes no sense - surely there must be more mid-weight planes. Same with the other L2 in comparison to L1 and L3 - though to a lesser extent. I mean, it is playable, but I would think the tech levels would be more even in number - right?
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
actually yes, lv2 is a bit small all around, because lv1 was the main base i started way back when and lv is actually 2 weight classes (for those that know CBT) heavy 60-75 tons, and assault 80-100 tons so thats why lv 3 is stacked. but i am actually planning on making more, infact in the next release clan will have 2 more lv2 aerotech and IS 2 more med vehs. so yay
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
no naval untis at all, unless you mean hovercraft...
any how im having a scripting problem for the ammunition reload im trying to set a 50 second timer for the weapon once it runs out heres the code i had but once it runs out it doesnt reload...
any how im having a scripting problem for the ammunition reload im trying to set a 50 second timer for the weapon once it runs out heres the code i had but once it runs out it doesnt reload...
Code: Select all
ReloadLRM() // Reloads ammo after a certain delay of being out of ammo
{
sleep 50000; // 50 seconds
lrmammo = 12;
}
AimSecondary(heading, pitch)
{
signal SIG_AIM_2;
set-signal-mask SIG_AIM_2;
turn turret to y-axis heading speed <170.038462>;
wait-for-turn turret around y-axis;
if(lrmammo <=0)
{
start-script ReloadLRM();
return(0);
}
else
return (1);
}
FireSecondary()
{
lrmammo = lrmammo - 1;
}
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Woot n/m i got it working! now all i have to do is go thrue a hundred plus scripts and add amunition to them all
so expect a new release maybe this weekend if i have time.
also been thinking of adding artillery, as defences such not longtoms but maybe thumper or sniper weapon systems, and maybe an orital bombardment strike unit (which would act like a nuker)? but thats still not completely decided

also been thinking of adding artillery, as defences such not longtoms but maybe thumper or sniper weapon systems, and maybe an orital bombardment strike unit (which would act like a nuker)? but thats still not completely decided