GreyW00lf
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13 years ago
Would it be possible to make a copy of the Spectre (Gunship) and make it guard an area until it either dies or you move it?

Also it would be build-able by the America's Airfield but does not take up a airfield slot and you can only build one.

While it is circling outside the area it's guarding it's weapons kill anything inside it's Guard area?

Please note that I was thinking that the weapons would be weaker copies of the originals with increased Scatter Radius so in effect it's not as strong as it could be. Also The weapons are uncontrolable as they automaticly fire at emimes in the guard area.
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precision_bomber
13 years ago
Methinks you can do that.

First, make the Spectre Gunship buildable.
And(I don't know if you've done this already) add this to the bottom of the Design Parameters.


  MaxSimultaneousOfType = 1

This code makes sure that there is only one of this unit produced at the same time.

Replace its AIUpdate witha Jet's AIUpdate...
Like say from a Raptor.

Then Change/Add Locomotor to that of a Common Jet.

Then once it is built, You must make sure you can control it, set its commandset to that of a common jet unit or just plain ol' GenericCommandSet.

Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
GreyW00lf
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13 years ago

Methinks you can do that.

First, make the Spectre Gunship buildable.
And(I don't know if you've done this already) add this to the bottom of the Design Parameters.


  MaxSimultaneousOfType = 1

This code makes sure that there is only one of this unit produced at the same time.

Replace its AIUpdate witha Jet's AIUpdate...
Like say from a Raptor.

Then Change/Add Locomotor to that of a Common Jet.

Then once it is built, You must make sure you can control it, set its commandset to that of a common jet unit or just plain ol' GenericCommandSet.

Originally Posted by: precision_bomber 



I take it that I would have to take the superpower stuff out as well?

GreyW00lf
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13 years ago
Ok could someone Check my coding over and make sure it works?

Here is the Coding below for all the stuff I have changed.


(Copy of) the Spectregunship Coding


Object AmericaJetGunship

; *** ART Parameters ***

Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures



;----NORMAL-------------
DefaultConditionState
Model = AVSGunship
WeaponFireFXBone = PRIMARY MUZZLE
WeaponFireFXBone = SECONDARY MUZZLE
WeaponMuzzleFlash = PRIMARY MUZZLEFX
WeaponMuzzleFlash = SECONDARY MUZZLEFX
End

ConditionState = DOOR_1_OPENING
Model = AVSGunship
Animation = AVSGunship.AVSGunship
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End

ConditionState = DOOR_1_CLOSING
Model = AVSGunship
Animation = AVSGunship.AVSGunship
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = Engine01 SpectreAfterburnerTrail
ParticleSysBone = Engine02 SpectreAfterburnerTrail
ParticleSysBone = Engine01 SpectreEngineFlare
ParticleSysBone = Engine02 SpectreEngineFlare
End


;----DAMAGED-------------
ConditionState = DOOR_1_OPENING DAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End

ConditionState = DOOR_1_CLOSING DAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = Engine01 SpectreAfterburnerTrail
ParticleSysBone = Engine02 SpectreAfterburnerTrail
ParticleSysBone = Engine01 SpectreEngineFlare
ParticleSysBone = Engine02 SpectreEngineFlare
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End


;----REALLY DAMAGED-------------
ConditionState = DOOR_1_OPENING REALLYDAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End

ConditionState = DOOR_1_CLOSING REALLYDAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = Engine01 SpectreAfterburnerTrail
ParticleSysBone = Engine02 SpectreAfterburnerTrail
ParticleSysBone = Engine01 SpectreEngineFlare
ParticleSysBone = Engine02 SpectreEngineFlare
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End


ConditionState = RUBBLE
Model = AVSGunship_D1
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING



OkToChangeModelColor = Yes

ParticlesAttachedToAnimatedBones = Yes


End



; ***DESIGN parameters ***
DisplayName = OBJECT:Gunship
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = AmericaAirfield
Object = AmericaStrategyCenter
End

ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End


WeaponSet
Conditions = None
; -----
Weapon = PRIMARY GunshipGattlingGun
PreferredAgainst = PRIMARY INFANTRY VEHICLE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY GunshipHowitzerGun
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

BuildCost = 2500
BuildTime = 45
MaxSimultaneousOfType = 1
CommandSet = Generic2CommandSet

ExperienceValue = 40 40 40 40 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Not Player built, so no veterancy..............................

; *** AUDIO Parameters ***
VoiceSelect = SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED

Body = ActiveBody ModuleTag_03
MaxHealth = 600.0
InitialHealth = 600.0
End

Behavior = JetSlowDeathBehavior ModuleTag_04
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.0
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_SpectreGunshipExplosionLight
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_spectreDeathExplosion
OCLSecondary = None
FXHitGround = FX_spectreGunshipDeathExplosion
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
; FXFinalBlowUp = FX_spectreGunshipDeathExplosion
OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp
End

Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End

Behavior = JetAIUpdate ModuleTag_09
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle

; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
End

Locomotor = SET_NORMAL GunshipLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor


Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_11
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings

Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End


The Two Weapons Coding


GunshipGattlingGun

Weapon GunshipGattlingGun
PrimaryDamage = 45.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 2222.0 ; huge range
DamageType = Gattling
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
AcceptableAimDelta = 180.0 ;;;; can fire facing any direction... allows gunship to shoot sideways
ProjectileObject = NONE
FireFX = WeaponFX_SpectreGattlingMuzzleFlash
VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers
FireSound = SpectreGunshipGattlingWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire"
ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two"
ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)
; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiSmallMissile = No
AntiBallisticMissile = No
AntiGround = Yes
End


GunshipHowitzerGun

Weapon GunshipHowitzerGun
PrimaryDamage = 40.0
PrimaryDamageRadius = 25.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 2222.0 ; huge range
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 999.0 ; dist/sec (huge value == effectively instant)
AcceptableAimDelta = 180.0 ;;;; can fire facing any direction... allows gunship to shoot sideways
ProjectileObject = SpectreHowitzerShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_GenericTankGunNoTracer
ProjectileDetonationFX = FX_SpectreHowitzerExplosion
FireSound = StrategyCenter_ArtilleryRound
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 777 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ContinuousFireOne = 1 ; How many shots at the same target constitute "Continuous Fire"
ContinuousFireTwo = 2 ; How many shots at the same target constitute "Continuous Fire Two"
ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 150% ; When the object achieves this state, this weapon gets double the rate of fire
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 200% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)
; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiSmallMissile = No
AntiBallisticMissile = No
AntiGround = Yes
ProjectileCollidesWith = STRUCTURES WALLS
End



Command Button/Construction


CommandButton Command_ConstructAmericaGunship
Command = UNIT_BUILD
UnitSpecificSound = MoneyWithdraw
Object = AmericaJetGunship
ButtonImage = SASpGunship
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
End


CommandSet (Custom made for the Spectre Gunship)


CommandSet Generic2CommandSet
13 = Command_Guard
14 = Command_Stop
End


CommandSet (For America Airfield)


CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
5 = Command_ConstructAmericaA10Thunderbolt
6 = Command_ConstructAmericaGunship
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_UpgradeAmericaCountermeasures
10 = Command_UpgradeAmericaBunkerBusters
13 = Command_SetRallyPoint
14 = Command_Sell
End


Locomotor Gunship


Locomotor GunshipLocomotor
Surfaces = AIR
Speed = 100 ;55 ; in dist/sec
SpeedDamaged = 100 ;40 ; in dist/sec
MinSpeed = 80 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 120 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
Acceleration = 80 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 100 ; in dist/sec
PreferredHeight = 155
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = -375 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS

PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.6 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End

Annihilationzh
13 years ago

Ok could someone Check my coding over and make sure it works?


1) You can test it yourself.
2) Needle in a haystack.

We don't know what you've done, and it can take quite a while to look over code, and even then we have to actually spot the mistake, and they're usually subtle. I rarely read the code people post for these reasons, unless they've got a specific error, in which case I know exactly where to look.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
GreyW00lf
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13 years ago


I rarely read the code people post for these reasons, unless they've got a specific error, in which case I know exactly where to look.

Originally Posted by: Annihilationzh 



I have tested it and It works somewhat, only thing is when I try to repair the Spectre Gunship at the Airfield it won't quite land and just keeps Circling around kind of like of like the way the Spy Drones Circles in one spot.

Also I can't Spawn it after the first airplane has been made or it will just do the spy drone's style of Circling after trying to move from the Hanger spot and does not reponding to any commands after that.
Disco Ninjas Gaming
13 years ago
Neat maybe you should make a version for the Chinese. EA totally ignored the fact that china has one of the worlds biggest airforces, the game is based in the 2022 era, by then china will have 3 new stealth model planes in the production line. UserPostedImage
I own him

Col. Burton
GreyW00lf
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13 years ago

Neat maybe you should make a version for the Chinese. EA totally ignored the fact that china has one of the worlds biggest airforces, the game is based in the 2022 era, by then china will have 3 new stealth model planes in the production line.

Originally Posted by: Disco Ninjas Gaming 



err I'm just using the stock models as I do not have gmax or renx installed plus i do not take models from other mods even if they are dead ones.

I could make a stealthed MIG with bombs from the Stock MIG
Annihilationzh
13 years ago

I have tested it and It works somewhat, only thing is when I try to repair the Spectre Gunship at the Airfield it won't quite land and just keeps Circling around kind of like of like the way the Spy Drones Circles in one spot.


The cause: you have a plane taxi locomotor, but a helicopter AIUpdate.

Also I can't Spawn it after the first airplane has been made or it will just do the spy drone's style of Circling after trying to move from the Hanger spot and does not reponding to any commands after that.


I think that's caused again by the above. Hard to say, as I've never encountered that problem before.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
GreyW00lf
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13 years ago
well Thanks to everyone who tried to help out.

But i have decided to take out the gunship as when i finally got it to work correctly. it was too Overpowered.
Disco Ninjas Gaming
13 years ago

Neat maybe you should make a version for the Chinese. EA totally ignored the fact that china has one of the worlds biggest airforces, the game is based in the 2022 era, by then china will have 3 new stealth model planes in the production line.

Originally Posted by: GreyW00lf 



err I'm just using the stock models as I do not have gmax or renx installed plus i do not take models from other mods even if they are dead ones.

I could make a stealthed MIG with bombs from the Stock MIG

Originally Posted by: Disco Ninjas Gaming 


Yea my team and I are trying to make a couple mods, one of them will have a Chinese Air-Combat General. It'll be awesome (: UserPostedImage UserPostedImage UserPostedImage
we're just having some trouble with finding files on Windows 8 :banghead:


I own him

Col. Burton
GreyW00lf
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13 years ago


Yea my team and I are trying to make a couple mods, one of them will have a Chinese Air-Combat General. It'll be awesome (: UserPostedImage UserPostedImage UserPostedImage
we're just having some trouble with finding files on Windows 8 :banghead:

Originally Posted by: Disco Ninjas Gaming 



Sorry i don't know anything about finding things on windows 8 as i still have windows 7
moridar
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13 years ago
I have Windows 8, the file structure is no different than Windows 7 or Vista.
Even Heroes know when to be scared.