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Open topped DeployToLand Helicopter
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Wed Mar 21, 2018 1:55 pm    Post subject:  Open topped DeployToLand Helicopter Reply with quote  Mark this post and the followings unread

Hey,

who knows how to make an open topped Helicopter that stays in the air and only lands when you hit the deploy feature - like the siege chopper but without the transform animation - it shall only simply land when deployed...my combinations of

-deploytoland
-issimpledeployer
-deployfire
-hoverattack
etc. did not work out.

Help would be good.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Mar 21, 2018 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't you have it deploy into a building instead?

I haven't tested it with SCHP-stuff, but it might be possible to make it deploy into a BuildingType instead of SimpleDeploying. If that's the case, your opentopped transport SHOULD deploy and undeploy properly, but I'm not aware of how that'll affect passegers.

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Last edited by TAK02 on Thu Mar 22, 2018 12:32 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 21, 2018 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deploy and passengers don't mix well. After all they share the same command for two entirely different logics.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Mar 21, 2018 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't mix at all. Unloading always takes precedence so you can't deploy to land and can't unload either cos it's in air. NoManualUnload doesn't change the precedence order so it doesn't help.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Thu Mar 22, 2018 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Can't mix at all. Unloading always takes precedence so you can't deploy to land and can't unload either cos it's in air. NoManualUnload doesn't change the precedence order so it doesn't help.


Quote:
Deploy and passengers don't mix well. After all they share the same command for two entirely different logics.


One exception being in tunnel logic, in that when combining tunnel logic and occupiers - occupier is deployed to exit before the tunnel logic. So the situation of deploying vehicles into buildings to undeploy the passengers - is going to want to deploy the passengers first, as a priority.


I  would love to use deploy to land with a balloon hover abductor unit, as so I can deploy to land - and empty passengers that are abducted when airbourne.

I think a cool logic ares could add could include advanced deploytoland + landtoload --- for infantry entering a balloon hover transport causing it to land and wait until loaded before resuming its flight level.

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