Rusted Warfare - RTS

Rusted Warfare - RTS

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Vulkan's Helicarrier
   
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795.981 KB
28 Apr, 2018 @ 12:30pm
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Vulkan's Helicarrier

Description
The Helicarrier for the modding contest.
16 Comments
Helecopter71 3 Jul @ 10:38pm 
...
mystery7513 17 Nov, 2018 @ 2:06pm 
Thanks @Vulkan

You got some pretty cool Mods!
Vulkan  [author] 10 Nov, 2018 @ 6:28pm 
from the experimental factory...
mystery7513 9 Nov, 2018 @ 10:55am 
How to build the Hellicarrier in the game?
neko587 8 Jun, 2018 @ 1:23pm 
Damn Hydra squidheads!
Vulkan  [author] 3 May, 2018 @ 5:39pm 
in the .ini (the main unit file), i have set the limmiting range to be 0. unfotunatly, this does not prevent them from aiming. the only way to make a turret not "look" at a unit is by making it a nano turret (building / healing turret) which can only be done to 1 turret.

so... until there is a proper helicopter blade property thing to apply, there is no way script rotors.

i may go back and make the unit have animations (manually animating the rotors to the main helicarrier), but it wouldn't look as smooth.

the reason why i didn't origionally make them that way was because i wanted the rotors to actually rotate., rather than them just being 2 or 3 frames
WiredTiger 3 May, 2018 @ 10:06am 
Oh okay, I didn't know that. Thanks for the reply. I kinda thought the two gun-like protrusions on each side near the front could be the guns,which would only be +2 (for 8 total).

As for the rotors, they do look really cool, but when the helicarrier is in range of an enemy, they stop spinning. I've no idea if this makes sense, but could you shorten the targeting range for only the rotors or only allow them to target some invalid combination (e.g. flying allied enemy invulnerable submarines) so they never try to aim at an enemy and keep spinning?

Thanks for adding this unit to the game. : )
Vulkan  [author] 2 May, 2018 @ 4:32pm 
yeah, the issue is that a unit can only have 9 turrets. 4 of which are taken by the rotors, and 2 taken by the covers. i may add a undermounted turret to make it look better (the idea was to have hull cannons, but the reason why i had the guns come out the center is because the projectiles draw themselves on top of a unit. it didn't look very good). as for balancing, i can raise the cost.
WiredTiger 2 May, 2018 @ 10:16am 
Cool unit, I really like the air factory aspect and the fact that it moves faster in the water.

I think the guns and HP might make it a bit overpowered for the cost right now though. A Spiderbot costs 70k and has only 10k hp, whereas this has 14khp but only costs 40k...

Is there any chance of having the projectiles fired by turrets? At the moment they look like they appear in thin air at a certain distance from the centre of the ship and it's a bit off-putting.
Vulkan  [author] 30 Apr, 2018 @ 5:35pm 
thanks