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July 24th, 2006, 10:27 AM
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Captain
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Join Date: Jul 2005
Posts: 801
Thanks: 3
Thanked 21 Times in 20 Posts
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Yet another weird question
Is there any way to create an ammo carrier unit that is reliably destroyed when air dropped? I quickly tried putting zero crew, but it doesn't even give the unit during the deploy phase (not surprisingly).
The idea was that such a unit could properly represent the M120 "daisy cutter," instead of simply creating it as a weapon for the appropriate unit. Just another idea that I thought I'd try to implement. Likely it might be outside the scope of the game as many of these ideas end up being.
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July 24th, 2006, 10:46 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Yet another weird question
Nope.
Ammo explosion is a sometimes thing, buried in the destruction code.
Ammo carriers are meant to be ammo supply units, and not some sort of "bomb".
Cheers
Andy
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July 24th, 2006, 12:18 PM
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Captain
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Join Date: Jul 2005
Posts: 801
Thanks: 3
Thanked 21 Times in 20 Posts
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Re: Yet another weird question
This is what I figured. I was curious, because it would be a better graphic representation, since both the M120 and later weapons being called "daisy cutters" were dropped from modified C-130s with large parachutes to allow them to be very accurately dropped on their intended targets.
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July 25th, 2006, 04:04 AM
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Sergeant
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Join Date: Jun 2005
Posts: 358
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Re: Yet another weird question
You Can do it... but, Read and take note of the following warning.
The 1,000Lb Bomb about slot #190ish in all OOB's is the detonation for the Ammo carrier. That can be modified, as required. An EXP -25, Crew 1 ammo carrier will probaly blow its self up alot of the time. However the accuracy will leave alot to be desired.
WARNING;
ALL (and I DO mean all) ammo Explosions and will now go bang with the numbers involved, as will all 1000Lb bombs. There is no way to change the Weapon slot that the ammo explosion points to. It may also cause odd behaviour in the Game which I'm not resposible for (although I've not encountered any).
A far, far Easier way of doing it would be An Attack aircraft with the Icons and stats of the C-130, and a really big, properly named Weapon system to be lobbed out the back.
I know all of the above becuase I was working on a cruise missile. At first I experimented with a Crew 0 fighter or a crew <10 transport plane, the fighter version kinda worked, but not well enougth.
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July 25th, 2006, 09:55 AM
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Captain
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Join Date: Jul 2005
Posts: 801
Thanks: 3
Thanked 21 Times in 20 Posts
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Re: Yet another weird question
Hehe, whenever I think I'm the first person to think up something to break the game, you come in and tell me flat out that you've already tried it. You're right though, a C-130 with a properly designed actual weapon that's huge is really a more practical solution.
I don't know if you read my last post to the thread on tactical CS, but in my experimenting with loudspeakers and leaflet bombs, I've found that the cluster munition class creates exactly the desired effect without leaving any casualties. Just thought you might be interested.
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July 27th, 2006, 10:07 PM
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Sergeant
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Join Date: Jun 2005
Posts: 358
Thanks: 0
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Re: Yet another weird question
Thanks for the compliment, but I haven't picked up WinMBT or Mobhack since the LZ X-ray project. Guess play testing that burnt me out.
I keep on meaning to go back to my DosMBT UK OOB and re-work that.
BTW If you want a Laugth I tried changing the ammo explosion weapon slot to FASCAM and cluster munitions once... yes the idea did apeal to me.
I also tried using it as Turn 0 Building and bridge demolition unit.
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