Page 12 of 32

Posted: 25 Aug 2006, 07:19
by bobthedinosaur
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....

Posted: 26 Aug 2006, 02:22
by j5mello
i dled the .sdz do i need anything else to run the mod?

Posted: 26 Aug 2006, 07:37
by bobthedinosaur
i dont think so. so far no one has any dependancies problems, since it only should need the files spring comes with.

Posted: 26 Aug 2006, 19:03
by j5mello
werid what should it show up as in the mod list?

Posted: 26 Aug 2006, 20:04
by bobthedinosaur
total battletech 1.09

Posted: 26 Aug 2006, 20:30
by j5mello
the file is 11kb does that make sense? doesn't seem like it to me.

Posted: 26 Aug 2006, 21:18
by Optimus Prime
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 ;-)

Posted: 26 Aug 2006, 21:28
by Neddie
j5mello wrote:the file is 11kb does that make sense? doesn't seem like it to me.
The file was damaged. It's around seven megs.

Posted: 26 Aug 2006, 21:49
by Neddie
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.

Posted: 26 Aug 2006, 23:05
by bobthedinosaur
good point there is no reason for a heavy commboom, so i geuss i could lower it to a large building explosion instead.

Posted: 27 Aug 2006, 11:16
by Neddie
Also, the Clan dropship seems to be bugged. I can't get it to pick up units of any type, thus far...

So, I take it the buildtrees are mostly incomplete, except for the L1? Will there be higher level infantry?

Posted: 27 Aug 2006, 19:25
by bobthedinosaur
what do you mean incomplete?

Posted: 27 Aug 2006, 20:48
by Neddie
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?

Posted: 27 Aug 2006, 20:48
by Neddie
By the way, I love this mod.

Posted: 27 Aug 2006, 23:53
by bobthedinosaur
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

Posted: 28 Aug 2006, 00:42
by Neddie
That sounds good to me. I've been playing the tabletop this week, and you're certainly getting there... are there naval units yet? I couldn't find them on Clan...

Posted: 28 Aug 2006, 01:33
by bobthedinosaur
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...

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; 
	
}

Posted: 28 Aug 2006, 01:45
by Optimus Prime
If lrmammo is 0, the script reloadlrm() starts again and again and never gets to the part lrmammo=12.
Make it "if(lrmammo > 0)".


(I m a bit tired, so perhaps i m too confused and missed something)

Posted: 28 Aug 2006, 01:55
by bobthedinosaur
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

Posted: 28 Aug 2006, 18:07
by Dragon45
bob, copy + paste is your friend


I have the beta you handed me, ill take screenies and comment on it later :-D