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Mammoth Tank Commander

Member Since 02 Jul 2007
Offline Last Active Feb 29 2008 12:09 PM

Posts I've Made

In Topic: How is progress?

21 July 2007 - 05:23 PM

Hey couldnt an area affect be put into use like what the desolator had?? Although i doubt if the max cell spread that RP has configured wil be enough to keep that effective range.

In Topic: Just curious on the inf size...

08 July 2007 - 04:30 PM

surely they would fill up the available spaces? they never hovered over the impassables, or did they?

In Topic: R2.5 Bug Reporting

08 July 2007 - 04:11 PM

I think the only way to fix the Mammoth AA problem is having 3 weapons for it:
1. Cannons for normal AG.
2. AG missiles against infantry(for them you give the range you've given so far).
3. AA missiles with greater range value(I guess whatever you give the rocket soldier's AA weapon).

All that because if you enlarge the range on the current missiles to make up for RA2 using a cone range system you'd end up with AG missiles that shoot across half the screen...which would be a cool new way to kill infantry... ;)
But you probably already know that...Just so people stop mentioning again and again how f*cked up the AA missiles on the Mammoth are.

I believe the problem with 7 is that the parabombs are actually "units"(it says "unit lost" every time I drop them), so if it was close to the ground when a big explosion occurs it would "kill" them just like paratroopers.

Another problem is that when a helipad is built and still unoccupied the Mig and Yak become selectable on the build bar, but you can't cancel their building unless you stop it and build a Hind instead(thus filling the helipad slot). I haven't tried looking what happens if you do build a plane on a helipad. This could of course be a bug only for me because I can't use RP(there goes the spysat :( ).


Fisrt of all, the Missiles projectile could have both entries like this:
AA=yes
AG=yes

Second of all, i have had a mig land on a helipad and i have the latest RP!

Also, couldnt you use SHP choppers instead of voxel choppers to get the authentic slow spinning of the blades whilst its on the pad, And isnt there a string where you could make it so it doesnt have to rely on a new helipad to build a new chopper??

In Topic: Mapping For ICFRA

08 July 2007 - 03:11 PM

I believe that Final Alert will only load voxels from the main MIX files, When i created some voxels i i used to place them into the directory as u didnt have to worry bout placing them into a MIX file, but they didnt show up in Final Alert. There are some mods where the vehicles show up, but mainly i believe its FF not oading the correct MIX files. Not realy sure but i think thats the jist of it.

In Topic: Just curious on the inf size...

08 July 2007 - 02:23 PM

Also a possible for the chinook is to have i so that it doesn't have the airport bound string in it!


i forgott 2 mention bought it being an aircraft with that string not in it ;)