Posted: Sun Mar 18, 2018 4:52 am Post subject:
Re: The next Ares
AlexB wrote:
[*]Extended NoManualUnload to work with aircraft
Can you make the planes can carry infinite passengers? "NoManualUnload" tag + "Paradrop weapon + Initial Payload Num=-1 es the recipe for create a funtional parabomb plane... QUICK_EDIT
Well going off of that, I tried it out and fun fact: While you can indeed have 32767 (limit as short signed int) instances of TANY as a passenger in an aircraft, the game will hate you and lag you out of existence.
That said, how are you getting a deploy cursor to appear? It won't for me, PipScales are working too (stretching out of the screen even for 32767), and as per my testing before, I don't think the game can handle "infinite" passengers.
Why not just make a "bomber" that spawns infantry with MakeInfantry!? The only restriction is that you can only make it Paradrop one type of infantry per plane. _________________
EDIT: I would say use InitialPayload and multiple tanks that instantly get shot down when spawned, carrying their own IntialPayload of different infantry as survivors, but InitialPayload doesn't work with InitialPayload inside another. You could use Survivor.Pilots=, but those can't be changed per vehicle either (afaik anyway). _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Why not just make a "bomber" that spawns infantry with MakeInfantry!? The only restriction is that you can only make it Paradrop one type of infantry per plane.
InfantryTypes spawned in mid-air by MakeInfantry will not paradrop, but instead idle at the altitude at which they were spawned, until ordered to move (or given any command that implies movement), which will cause them to instantly appear, and move, on the ground. Though, arguably, barring any undesireable implications, this could be addressed by a fix that is simpler than implementing the other suggestions given here.
Also, that aside, a technicality:
Using MakeInfantry for paradropping allows even greater deliberateness in selecting the type of infantry dropped than the paradrops-as-InitialPayload method would - even with Primary/Secondary, it is possible to have two different drops, depending on target. I wouldn't think this to have a lot of opportunity for application, but someone might come up with applicability for such a feature and it is certainly precluded by the InitialPayload method. Factoring InitialPayload/OpenTopped in, with each unit in the InitialPayload spawning a different kind of infantry as it fires, can be used to achieve the dropping of "mixed" groups of paratroopers in this method. QUICK_EDIT
The infantry would by default spawn on the ground, you'd have to add extra code to make them spawn in the air...
Yes you could use Primary & Secondary to spawn different infantry. I would recommend only using a primary weapon activated via force fire in an open area tho. If you use a secondary weapon you'll have to "attack" a specific target, which may not always be available. There is also a good chance that the infantry wont be able to spawn too because the attacked target is already occupying that area. _________________
The infantry would by default spawn on the ground, you'd have to add extra code to make them spawn in the air...
What kind of weapon are you considering? If it is a weapon that fires projectiles that actually detonate on the ground, then, of course, infantry would spawn on the ground. Or were you thinking of a weapon with ProjectileRange=0? QUICK_EDIT
Any weapon, if you force fire/attack the ground then it will detonate on the ground...
I'd use Parachuted=yes & Dropping=yes tho (need Ares for these tags to work) to make it drop vertically with a parachute attached. You just need to make a projectile that looks like the infantry that will be spawned (copy their paradrop frame etc). Add the needed makeinfantry stuff to the warheads anim & ya done. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Mar 24, 2018 12:41 pm Post subject:
4StarGeneral wrote:
EDIT: I would say use InitialPayload and multiple tanks that instantly get shot down when spawned, carrying their own IntialPayload of different infantry as survivors, but InitialPayload doesn't work with InitialPayload inside another. You could use Survivor.Pilots=, but those can't be changed per vehicle either (afaik anyway).
Survivor.SideX is your friend over there. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Any weapon, if you force fire/attack the ground then it will detonate on the ground...
I'd use Parachuted=yes & Dropping=yes tho (need Ares for these tags to work) to make it drop vertically with a parachute attached.
Actually, without Ares, you can use Dropping=yes to cause the projectile to detonate as soon as it is created. With Ares, you can use Ranged=yes with ProjectileRange=0 to achieve the same effect. QUICK_EDIT
Yeah, but Survivor.SideX doesn't accept a list as far as I know, so it would be just an E1 or whatever you declare. Works for me.
Also, DetonationAltitude of like 1480 and Vertical=yes as well to detonate it whenever. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Any weapon, if you force fire/attack the ground then it will detonate on the ground...
I'd use Parachuted=yes & Dropping=yes tho (need Ares for these tags to work) to make it drop vertically with a parachute attached. You just need to make a projectile that looks like the infantry that will be spawned (copy their paradrop frame etc). Add the needed makeinfantry stuff to the warheads anim & ya done.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum