Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 3:36 pm
All times are UTC + 0
How does TS aircraft work?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat May 04, 2019 8:58 pm    Post subject:  How does TS aircraft work? Reply with quote  Mark this post and the followings unread

In TS aircraft being built flies from outside map to the helipad if the helipad is captured by another aircraft. Is it possible to reproduce this in YR? I always got that it switches to on-hold at about 40% built if all pads are captured.

Back to top
View user's profile Send private message Skype Account
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun May 05, 2019 11:55 am    Post subject: Re: How does TS aircraft work? Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
In TS aircraft being built flies from outside map to the helipad if the helipad is captured by another aircraft. Is it possible to reproduce this in YR? I always got that it switches to on-hold at about 40% built if all pads are captured.

I remember testing this out myself.

Here's what you did wrong: first, you need the aircraft you want to build be listed under PadAircraft in General. Tho it doesn't have to be.

Second, each aircraft in question will need AirportBound=no. This is the single and most crucial change because in TS, AirportBound (both the flags AND the mechanics) didn't exist in TS.
And since we got AirportBound, there never have been any Aircraft spawned off-map except for some paradrop planes and Boris MiGs.

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun May 05, 2019 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

So every aircraft needs to get rid of AirportBound? That's not what I want.

_________________

Back to top
View user's profile Send private message Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 05, 2019 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Built aircraft cant be made to fly in from off screen like in TS. the logic was changed in RA2 & aircraft now require an empty pad to be built.

Even if you remove AirportBound you would need to manually move the aircraft off the pad(s) to build more of them.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Mon May 06, 2019 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

As Mig Eater said the logic was changed, however if you order a plane to leave its pad, new AirportBound=no one can be built with no problem, and it can fly in from off screen if the pad will be occupied by the one returning. It seems that the game actually only check if there is a pad with no aircraft landed on it, no matter if it will be used by another one.

Back to top
View user's profile Send private message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon May 06, 2019 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I tested too.
If a AirportBound=no aircraft is blocking the pad, newly built AirportBound=no aircraft will fly in from off screen like in TS.
If a AirportBound=yes aircraft is blocking the pad, newly built AirportBound=no aircraft will switch to "On Hold" state about 40% into the construction process and never completing.

In conclusion, you can't have both AirportBound=no and AirportBound=yes aircraft at the same time. Have to pick the TS way or Ra2 way they can't intermix and they work fine independently.

_________________

Back to top
View user's profile Send private message Skype Account
silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Mon May 06, 2019 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about a non-user controllable, AirportBound=no free-unit to serve as a place holder in the pad. Would that force all newly created AirportBound=no aircraft to fly in from off screen?

Back to top
View user's profile Send private message
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon May 06, 2019 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

In general, any non-AirportBound aircraft docked with the pad so that there are no more free pads will force all other newly purchased non-AirportBound aircraft to fly in from the corner.

Not sure how free-unit would factor into that, tho. FreeUnit might have the issue of the aircraft not auto-docking with the pad.
The only way I can think of is to make that FreeUnit AirportBound.
I think you can combine RA2's and TS's mechanics to an extent, in that non-AirportBound aircraft spawn off-map if there are no docks available, but AirportBound ones won't finish building if there are no free docks.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1686s ][ Queries: 11 (0.0076s) ][ Debug on ]