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Deploy Convertion without landing?
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jul 30, 2019 4:22 am    Post subject:  Deploy Convertion without landing? Reply with quote  Mark this post and the followings unread

Ares 2.0p1 documentation wrote:
Ares extends IsSimpleDeployer logic to allow deploying units not on the ground.

I can't seem to get it work.
If I put DeployToLand=no on the helicopter it will land whenever it can and ignores BalloonHover=yes. It can convert when it's flying on water tho, without landing.
If I put DeployToLand=yes it's just standard siege chopper behavior except it becomes another unit when lands.
Code:
[AIRTUR]
UIName=NOSTR:Aerial Turret
Name=Aerial Turret
Category=AirPower
TechLevel=-1
Prerequisite=GAWEAP
Armor=airship
Strength=200
TurnRate=5
Sight=9
Speed=5
ROT=10
Size=50
Cost=1500
Soylent=1500
Points=200
CanRetaliate=no
CanApproachTarget=yes
OpportunityFire=yes
OmniFire=no
Turret=yes
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
JumpJet=yes
BalloonHover=yes
HoverAttack=yes
JumpjetHeight=750
JumpjetSpeed=8
JumpjetClimb=10
JumpjetCrash=12
;JumpjetAccel=12
Crashable=no
ConsideredAircraft=yes
SpeedType=Hover
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
VoiceSelect=RobotTankSelect
VoiceSelectDeactivated=RobotTankSelectDeactivated
VoiceMove=RobotTankMove
VoiceAttack=RobotTankAttackCommand
VoiceFeedback=
;MoveSound=RobotTankMoveStart
ActivateSound=RobotTankOnline
DeactivateSound=RobotTankOffline
CrashingSound=RobotTankDie
ImpactLandSound=GenAircraftCrash
DieSound=
ThreatPosed=30
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER
Bunkerable=no
Parasiteable=no
DamageParticleSystems=SparkSys,SmallGreySSys
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=18
MinDebris=10
DeathWeapon=BlimpBomb
Explodes=yes
IsSelectableCombatant=yes
MoveToShroud=yes
SelfHealing=yes
Crewed=no
AuxSound1=Dummy
ImmuneToEMP=no
AuxSound2=Dummy
PitchSpeed=.9
JumpJetNoWobbles=yes
PitchAngle=0
;PoweredBy=GAROBO,GAROBO2,GAROBO3
WalkRate=9
AirRate=9
IdleRate=9
PixelSelectionBracketDelta=-4
TurretCount=1
WeaponCount=6
Weapon1=DummyWeapon
Weapon2=AAStartupBeam
Weapon3=DummyWeapon
Weapon4=AAShortRangeBeam
Weapon5=DummyWeapon
Weapon6=AALongRangeBeam
EliteWeapon1=DummyWeapon
EliteWeapon2=AAStartupBeamE
EliteWeapon3=DummyWeapon
EliteWeapon4=AAShortRangeBeamE
EliteWeapon5=DummyWeapon
EliteWeapon6=AALongRangeBeamE
IsGattling=yes
WeaponStages=3
RateUp=1
RateDown=50
Stage1=12
Stage2=24
Stage3=240
EliteStage1=12
EliteStage2=24
EliteStage3=240
LandTargeting=2
Ammo=1
PipScale=Ammo
Reload=1000

IsSimpleDeployer=yes
;DeployToLand=no
Convert.Deploy=DISK

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Jul 31, 2019 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be fair, the unit will still "deploy" immediately when inair and convert to the other unit, the problem is it will try to land while deploying.

You can prevent it from trying to land through adding MovementRestrictedTo=Weeds, then it will correctly deploy inair without trying to land just like it did for you over water (because it cannot land on anything that isn't Weeds).

I guess it wasn't intended to work this way, but at least it works.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Aug 01, 2019 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay. That works. But it confused unit delivery super weapon - it will try to find a weed cell to place the unit, if there isn’t any, it wouldn’t place it at all. The only solution I think of it’s placing a dummy unit with Convert.Land=this unit.

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