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(*) BalloonHover workaround
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 13, 2012 10:31 am    Post subject:  (*) BalloonHover workaround Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I found a workaround in TS for the BalloonHover key which is known from RA2.

Way 1:
Just set the speed of an air unit to 3 or lower. Then it isn't able to land anymore.
With this low value, it can't reach the point anymore, where it has to be to start the landing process.

Way 2:
Give an air unit SlowdownDistance=0.01. The aircraft is now always too fast to land and this way circles around the landing point. And in addition it looks really great ingame how it flies around the target point.
Note: use overrun weapons (projectile with ROT=1 or 0). Shuffle weapons (ROT>=2) don't work on this one.

Note: Once started they'll never land again (not even on helipads or repair bays). So they should get infinite ammo.


This tutorial is sponsored by tibweb.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI 

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Thu Dec 13, 2012 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

SlowdownDistance is an integral number, and 0.01 gets rounded to 0. #Tongue

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Sep 07, 2013 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry to dig this i just want to know . unit that use this logic will be fire weapon attack his target while keep his face follow their direction?

and any weak point of this logic? it should be cool if you have some example video that show how unit work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 07, 2013 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have a bit trouble to follow you, but i try to answer

The 2 different techniques work a bit different.
If you use technique 1 then you can take any weapon you want and the unit works like any usual aircraft.

Using technique 2, you are forced to use overrun weapons like Orca bomber or Nod banshee. This is because the unit can't slow down enough and stop in midair anymore to fire missiles like the Orca Fighter.
When you want the unit to stop, it will instead fly constantly in 8 shapes.

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Mon May 06, 2019 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry about the bump, but I can't get the first method to work with a weapon. I used the default Orca Fighter, lowered its speed down to 3, and it refuses to fire. It flies over to the target, then sits there. I did also try giving it the Titan's weapon, and that did not work either.

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