People need to realize there is a HUGE differance between a "mod" and a "model". This thread is for a unit model, not a mod. All this contains are the graphic files... you have to create your own XML entries (to your specifications/wants) to make this work in-game.
There's plenty of tutorials here for adding unit models into the game.
They are used against Armored Vehicles as well Dan. They are CAS aircraft. They are usually used over countries with lack of modern airforce or after their entire air defence and air superiority fighters are destroyed.
I'd like to see that unit too. Too bad i can't design myself.
danrh,
Great! Love to hear more input on this. I've successfully created a prototype AC-130 already since yesterday. Long night, phew!
It is currently an air unit since the graphic is meant for air, so I can't change it without it looking quite ********. If someone can mod a similar graphic to a Gunship that floats in the air, I would be glad to change it to it to land. For the moment, it remains in the air domain...
Which makes it operate less like a helo and more like a fighter. As such, I've given it the following:
Strength: 30
Cost: 200
Attacks per turn: 1
Range: 12
Attack Mod: -50% vs. Naval Units
Can completely destroy targets
However, YOUR suggestion for multiple attackers per turn is a good one, and I suggested that, too. But someone else in another thread said that wasn't a good idea considering that no other air unit can do that. That's why I decided to give it kill completion like a Gunship, to "simulate" the ability to circle around until the target is terminated. But the interception part was something I was toying with, and I think I can get it to work. It just requires changing integers.
Um okay, nice to see. Just to be clear I was against the idea of multiple attacks
Dan
yes, the default kfm.
<UnitArtInfo>
<Type>ART_DEF_UNIT_AC130</Type>
<Button>,Art/Interface/Buttons/Units/Bomber.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,10</Button>
<fScale>0.5</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Modules/Custom Units/AC130/C130/C130.nif</NIF>
<KFM>Art/Units/Bomber/Bomber.kfm</KFM>
<SHADERNIF>Modules/Custom Units/AC130/C130/C130.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/BomberShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.75</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fBankRate>0.35</fBankRate>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<PatrolSound>AS3D_UN_FIGHTER_PATROL</PatrolSound>
<SelectionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</SelectionSound>
<ActionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</ActionSound>
</UnitArtInfo>
I can't seem to find the actual kfm file where it should be. How do I get it?
UPDATE:
For some reason, when you switch the unit's domain type to LAND, the unit sinks into the ground. I guess it's the game's way of making sure it's attached. The Gunship's seem to be made with this in mind, while planes are not. Hence, the reason why it's sunk in the ground... Can someone mod the .nif to make it hover?
<bActAsAir>0</bActAsAir>
<bActAsAir>1</bActAsAir>