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Re: Air Raid V1.02

Posted: 03 Oct 2009, 12:49
by srapop
it was singleplayer, there was no second player with f-81 and especially none with a hud... :?

Re: Air Raid V1.02

Posted: 03 Oct 2009, 14:41
by KDR_11k
The cmds 1000 res script places a commander (in this case the F-81) for a second team too. You didn't see it because it was too far away from you (the markers only appear on targets within a 15km radius) Use the Springlobby singleplayer tab.

Re: Air Raid V1.02

Posted: 03 Oct 2009, 19:05
by srapop
ok ty
playable flak tanks and other planes would be great
even water targets(torpedos!),but my fantasy is running too fast i guess :P

Re: Air Raid V1.02

Posted: 07 Oct 2009, 22:51
by srapop
lol what actually is written on the trucks?

Re: Air Raid V1.02

Posted: 07 Oct 2009, 23:36
by knorke
"nuk r us" or something i think.
also, whats the highest chain people have got?
I've managed 8.

Re: Air Raid V1.02

Posted: 08 Oct 2009, 15:42
by KDR_11k
I think my longer chains regularly went into the double digits, hitting a flak at the end of one of those = BIG points. May have been in an older version though.

Re: Air Raid V1.02

Posted: 15 Oct 2009, 16:53
by bartvbl
ouf... those trucks are damn small.. :P
care to size them up a little bit more?
Those wasps have a nice ai btw :P They managed to fire me out of the air :P

Re: Air Raid V1.02

Posted: 01 Nov 2009, 16:35
by srapop
this mod is great.
sometimes when i hit a hawk with two anti-air missiles,after a while they freeze and then i can finish them with gun. :lol:

what are your highscores btw?mine is 378

Air Raid V1.03

Posted: 02 Nov 2009, 22:21
by m!m
Hello,
I'd like to announce my "patch" For AirRaid which adds joystick support to this great mod. Just put the attached file in your mod directory and your done. A big issue is that the configuration is only adapted to my Saitek X52.My lua experience is very limited so it may take a while until i figure it out how to use configuration files, but for the time beeing I fear you have to configure it manualy :( (see the "Joystick Control.lua" file for required configuration...).

Current controls:
  • Button 1: Fire main gun
  • Button 2: Fire missile
  • Buttons 33 and 34: Change missile type
Known issues:
  • Konfiguration only addapted to Saitek X52
  • Changetarget not working yet
  • Crappy lua code because I'm very new to this
Regards,
m!m

PS: First Post!!!

Re: Air Raid V1.02

Posted: 03 Nov 2009, 19:40
by KDR_11k
By the way, it's better to mark branches as such instead of incrementing the version number to avoid conflicts.

Re: Air Raid V1.03

Posted: 08 May 2010, 19:44
by KDR_11k
http://www.springfiles.com/show_file.php?id=2633

Did some minor enhancements.

Changelog:
-Changed the missile effects a little
-Reduced MRM maneuverability, increased AAM\'s, should make AAMs more important in air combat.
-Controls moved into a widget, also includes two other widgets (inverted Y axis and pointer control). Potentially reduces network traffic as well.
-Enemy airplanes will now do attack runs on the player instead of clumping around him, should allow both sides to get more attacks in.
-Missiles no longer cause craters so you won\'t have FLAKs buried in craters anymore.

Re: Air Raid V1.03

Posted: 01 Jun 2010, 17:36
by xyz
Hi,
I am trying to play this mod with this map http://springrts.com/phpbb/viewtopic.php?f=13&t=22992 but no features are shown, any idea why?

Thanks

Re: Air Raid V1.03

Posted: 01 Jun 2010, 22:01
by KDR_11k
The mod deletes all features because the scale used is too different from that of regular map features and collision cannot be handled well (either it doesn't collide and you've got giant objects that mean nothing or it does collide and you'll die when you're still very far away from the object because what qualifies as an acceptable margin of error in regular Spring mods is several times the size of units in Air Raid). An S44 infantryman would be over a hundred meters tall in the Air Raid scale (10 meters to one elmo, usually it's like 8 elmos to the meter).