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#1 |
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Apache Helo Vehicle Beta Test!
Hello all,
I've just finished a new vehicle base on the Apache helicopter. I'm looking for some thoughts and crits. It can be downloaded here: http://www.icosometricdesign.com/downloads.htm Here are a couple screenshots (sorry about posting links, but I keep getting errors on these pages anymore...) http://www.icosometricdesign.com/Projects.htm These screenshots are a little old, but the gist is the same. Helo has: Primary Fire - single barrel 50cal machine gun - increase damage to 25 Alt-Fire - Just like the Raptor Increased rise and strafe force to make more responsive Limited upward pitchlimit to more closely simulate helo simulator. Included mutator to replace Raptors with the helo Thanks for taking a look - Last edited by Eyegore; 6th Jun 2004 at 02:16 PM. |
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#2 |
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Posted on the other loink. Grabbing it now. Will post back in a few hours.
Rob |
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#3 |
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I like it.... better than the other helicopters that have been released.
and, thank you, thank you a hundred times over for actually giving it a custom destroyed mesh!
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#4 |
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You are quite welcome
Glad to hear you like it!
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#5 |
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Wow, very awesome!
I like the way it handles, very slick ![]() I have lots of suggestions. If you dont follow them you will be kicked off of the internet. Drop the health, 375-425 feels about right. ATM its a flying tank with a rocket minigun... And could you take the ambientsound off of the projectiles. Its not too bad when you got one or two stray bullets flying, but when you get like a dozen or so it sounds like youre by a waterfall Also, its skins need to be finalblend materials otherwise overlays replace the texture for a bit (like when you get hit with the LtG, link, or shock) Since its so rapid fire, id suggest dropping the primary's damage to like 19-21 a shot instead of 25... its a small change, but it means it takes 5 shots instead of 4 to kill those soft little infantry
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How can you challenge a perfect immortal machine? Last edited by EvilDrWong; 31st May 2004 at 02:04 PM. |
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#6 |
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I definitely agree with Doc about dropping the health a bit... after playing with it a bit more, it does seem a bit too tough.... 650 health is excessive for a flying vehicle.
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#7 |
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Cool - I'll try 400 for the health and drop the primary damage to 19. I wanted to have the helo have a bit more armor because the Raptor is just too weak - you'll get where your going, then bam!, before you get a chance to do anything, you're done!
I'm right now making finalblend textures...The ambient sound thing - do you mean for the air to air missiles? Or the bulletts? Thanks! |
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#8 |
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OK folks,
I made the changes and uploaded it - use the link from my first post to get the new version. Thanks for the tips! |
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#9 |
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Fixed a couple problems - the rotors wouldn't rotate in net play from 3rd person views and fixed a problem with the homing missile.
Just use the link in the first post or click on the link below http://www.icosometricdesign.com/Apa...pache-Beta.zip |
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#10 |
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in a couple of the other helicopters I've tried for 2k4, they had it so that if the chopper's blade's clipped something a bit too far in, it would break the blade off and affect flying slightly (as well as chop up anyone who fell into them).... have you considered that? Your chopper's the best of teh one's I've tried, and breaking blades would make it even better
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#11 |
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Hey, kick ass
i dig it!You can go ahead and make it all super powerful now i got the version im after
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How can you challenge a perfect immortal machine? |
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#12 |
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Glad yall like it! Evil, be sure to get the version I just posted cuz the one from earlier the rotors don't spin in net play and looks totally stupid.
The blade breaking idea seems cool - but I don't have the programming skills for that I'll have to run that by the guy who's helped me and see if he thinks he can (or will) hook that up. Sounds cool!! I'd definately like the blades to waste folks who fall into 'em!! The blades breaking off and affecting the flying definately seems like it'd add another dimension.Maybe I can hook it up to where if the tail rotor is hit, that could get busted off and the chopper could go into an uncontrollable spin... |
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#13 |
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the uncontrollable spin would be awesome..
as to the blades breaking and chopping people up, look at the code for the scorpion... it just requires bones and stuff for each blade. |
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#14 | |
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Quote:
now which is more important: performance or style?
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How can you challenge a perfect immortal machine? |
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#15 |
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hey... two blades on the scorpion doesn't lag the computer down, does it?
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#16 |
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I think everything was covered above. Am grabbing the latest version. owerful, and had a bit much in the way of life. But you say you got that fixed, so I guess I dont really have much to say. Except excellent job so far. I like the looks of it and the way it handles in game. There were just a few little things I seen, like if you bring it down to fast it slams into the ground. It didnt seem to take much damage when I did that. I even tried going from max altitude to slamming it into the groun d surface, and it barely moved the health bar.
Overall, excellent job. You have put allot of effort into it. And it shows the attention to detail. Keep up the good work, Rob |
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#17 |
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Thanks Ice-Child -
Cool - looks like I have a bit o work ahead of me. There are 4 rotor blades, maybe I could set up 2 to be able to break. If there are two or fewer blades, then have the chopper lose altitude and crash...how much would it cost in performance to have it set up for 4 blades? Also, mccann and I were thinking that it may look a little better to give the chopper more mass. It really gets knocked around when hit, a chopper would be a bit more stable... Welp - i guess it's off to the lab... Thanks for all the comments - I'm glad you guys like it, I was kinda worried it might've sucked
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#18 |
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Nah, dont suck, thats for sure. Works great actually, I do agree it could use a little more mass. Didnt think about that till you mentioned it, but you are right. I mean, not a ton of mass, just enough so that when it does get hit it doesnt fly backwards. At least not as much as it does now. I truthfully didnt see a whole lot that I didnt like about it. Meaning, I liked almost all of it. Just a few minor things here and there, but over all, you did a hell of a job. Works great in game, am gonna give it a test run later this afternoon on our network, and see how it does against live Players. Will let you know how it goes.
Rob |
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#19 |
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Yeah, mass!
4 short traces shouldnt be problematic to tell the truth. Vehicles arent ticked if theres noone in it, so its not like itll be checking constantly... worth a shot It all really depends on how fun it is imo
__________________
How can you challenge a perfect immortal machine? |
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#20 |
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Well, I made some changes:
Added a tail wing - something I wanted to do for a while. Looks even cooler ![]() Set up the traces on two of the rotor blades to break, which affects the handling - got the busted mesh set up and everything - ...but... Problem 1: I think the chances of someone falling into the rotors while someone is in the helo are about 1 in 4565332445623215667865135435.4 - couldn't test to see if I could chop anyone up. Problem 2: when you run into a building or something - all the rotors bust up instantly, reducing you to 25% control (I reduce the control stuff by 50% each rotor that breaks off.) I'm just not sure that it stays quite as much fun - I'll post the version for that 1st thing in the morning and you can let me know what you think - I have to get some sleep now... But I think I'd like to persue this idea of the tail rotor getting shot off - it may not chop anyone up, but it'll look cool to see someone spinning out of control!! Any ideas on the rotorblades issues? Thanks |
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