Rusted Warfare - RTS

Rusted Warfare - RTS

Battletech: Clan Star Adder Units -- Sulla Fighter Update!
16 Comments
Glaive  [author] 14 Apr, 2021 @ 7:51am 
@Dash71101
Sorry to get back to you so late! I might have to look into making a custom carrier yea, but I haven't worked on this mod in a long time (technically) because I have been working on several other much larger total-conversion mods, one of which is centered around battletech. I'm not sure when I'll be releasing it as I've run into a few really bad snags, but maybe I will be able to get it working the way I want once Luke updates RW a few more times.

As for you mech suggestions, I definitely am/was planning on adding the Burrock and Hellfire. I'd need to research the others a bit before considering the others though. My aim with this mod was to make units that Clan Star Adder makes/produces (in the Battletech lore), but I do know that Star Adder does use most of those mechs, so I might still add a few of them.
Mephi 18 Oct, 2020 @ 5:58am 
@ArmyUnit
Suggestion,
Since the vanilla carrier doesn't seem to work with modded fighters, just make a new version so you can have modded carrier based aircraft.

Mechs
Burrock
Arms: 1 UltraCannon/20
6 medium heavy lasers

Hellfire
1x Heavy Large Laser
3x LRM-10s
2x ER Medium Lasers
2x Heavy Medium Lasers
2x Heavy Small Lasers

Night Gyr
2x ER PPCs
1x Ultra Autocannon/10
3x Medium Pulse Lasers

Predator
2x LB 10-X Autocannons
2x ER Medium Lasers
2x ER Small Lasers

Savage Coyote
2x ATM 12s
1x LB 10-X AC
1x ER PPC
3x ER Medium Lasers
2x ER Small Lasers


Glaive  [author] 21 Sep, 2020 @ 8:48am 
@Dash71101:

Good suggestion! I went ahead and added the Sulla fighters to the carrier's spawn list. Unfortunately there doesn't seem to be a way for me to make the Sulla appear at the bottom of the carrier's spawn menu (like the other T2 air units). This is because of how the carrier is coded as far as I can tell. Just a minor issue though.
Mephi 21 Sep, 2020 @ 8:07am 
Can you make the Sulla fighter a carrier aircraft?
OwenVSH 30 Mar, 2020 @ 7:55pm 
more mechs is what i was looking for. i will give it a spin. Old battle tech head here.
Damion Wolf 17 Nov, 2018 @ 7:34pm 
Keep up the good work.
Hiro 19 Aug, 2018 @ 9:16am 
Thanks ^-^
Glaive  [author] 19 Aug, 2018 @ 8:45am 
You use these lines in your projectile code block:

life: 23
instant: true
instantReuseLast: true

laserEffect: true

'instant: true' and 'laserEffect: true' should be pretty self-explanitory. I'm pretty sure you do want both in this case.
'instantReuseLast: true' is the most important line there, since that's what tells the game to keep the lasers around for more than one frame.
'life: [number]' determines how long the laser effect will stay. The value in the example is from the Blood Asp's current (update 4) heavy laser duration value, for reference.
Hiro 19 Aug, 2018 @ 2:00am 
I have a programming question, how did you do these lasers? Because for me it's black magic.
Glaive  [author] 8 Aug, 2018 @ 2:32pm 
Released a small update containing some polish and a minor bug fix. See the change notes for detail.
Also, sorry about the slow progress on this mod! I've been experimenting with a new unit and have run into some issues.
The next few updates will probably contain some new variants for the Adder and a few ballance passes.
Glaive  [author] 2 Aug, 2018 @ 11:53am 
Can't say I do, saddly. As far as I know, you can currently only scale things under the [graphics] header, which only allows for scaling all turrets at the same time. :(
I hope the dev adds individual turret scaling in the future, because it would be very handy. Being able to animate individual turrets would also be a great feature
Zorbakaq 2 Aug, 2018 @ 9:47am 
hey you wouldn't know how to scale indivdual turrets would you?
Glaive  [author] 30 Jul, 2018 @ 7:22pm 
Thank you fellow Trueborn
Damion Wolf 30 Jul, 2018 @ 5:07am 
Super cool mod. Keep it up, fellow Trueborn.
Glaive  [author] 26 Jul, 2018 @ 5:23pm 
Thank you for the kind words!
But I dunno man, I think your sprites are very good, and it's clear that you've put a lot of care into your mod as well. Even though the styles are a bit different, I find that your mod pairs pretty well with mine.

And that's pretty cool to hear that you are a part of the Smoker Adders. I've been considering joining that unit for over a year now, but I've been holding off because of time constraints and my subpar laptop (can't run MWO very well).
Zorbakaq 26 Jul, 2018 @ 4:08pm 
Good job on your mod so far, your sprites are far better than mine. You've taking alot more care into the individual mechs, but to each their own. Also StarAdder great clan, I'm actully in the SmokeAdders MWO clan right now.