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Enableing the Dropship w/o the "Carryall=yes"
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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Wed Jun 15, 2005 1:45 am    Post subject:  Enableing the Dropship w/o the "Carryall=yes" Reply with quote  Mark this post and the followings unread

I stumbled across this accidently. This is very simple. Just build a building like the dropship pad and give it the Drop ship as a free unit. The unit will work fine. But if you build it on a air pad like normal it will do that semi-retarded pilot-at-the-controls thing. Here's screenies of it working properly.



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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Jun 15, 2005 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Can it carry units successfully, though?

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Wed Jun 15, 2005 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, it can. It won't carry vehicles though! Cool

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 15, 2005 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

so it would be good for troop transport then if you change the image, that is if the orignal orca transport dont work? but i am not sure

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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA

PostPosted: Wed Jun 15, 2005 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

that might work if Im correct, but I dont know much about TS. I prefer RA2 and YR over TS

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jun 15, 2005 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've tested this and let's say it worked and it didn't work...

I've simply added FreeUnit=DSHP to the barracks.


It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared O.o.

So, this is a nice solution, but it needs some development Smile. Or maybe I did something wrong... should I change the techlevel from the dropships #Tongue... maybe techlevel=-1 can cause this problem O.o... although when you play with TechLevel=1, the refinery free a Harvester, but the Harvester is tech 1. I'll do a new test with Dropship at Tech 1.

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01001011
Vehicle Driver


Joined: 02 Jun 2005

PostPosted: Thu Jun 16, 2005 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Two problems:
(1)  can it be shot down while flying?
(2)  are you using aircraft locomotor and MovementZone=fly?

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 16, 2005 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:

It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared
"AllowedToStartMultiplayer=yes"??? Isnt this a problem?

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Thu Jun 16, 2005 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
I've tested this and let's say it worked and it didn't work...

I've simply added FreeUnit=DSHP to the barracks.


It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared O.o.

So, this is a nice solution, but it needs some development Smile. Or maybe I did something wrong... should I change the techlevel from the dropships #Tongue... maybe techlevel=-1 can cause this problem O.o... although when you play with TechLevel=1, the refinery free a Harvester, but the Harvester is tech 1. I'll do a new test with Dropship at Tech 1.


There is something hardcoded into the dropship that is screwing it up

You have to make a copy of the dropship and usae that copy to make it work.

Here is what I used, almost a direct copy of the dropship and it works. I change something caused I used a different image.

Code:
Strength=225
Category=AirLift
Armor=light
TechLevel=5
Sight=2
RadarInvisible=yes
Landable=yes
MoveToShroud=no
Dock=NAHPAD,GAHPAD,
PipScale=Passengers
Speed=18
PitchSpeed=.16
Owner=GDI
Cost=1000
Points=20
ROT=5
Passengers=5
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=15        ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Landable=yes
IsDropship=yes
AllowedToStartInMultiplayer=no

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 16, 2005 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

@01001011:
1) yes. It's an aircraft type.
2) yes.


@Havoc: I used the code later to fix this little annoyance. But yea, after using that, I coudn't have a functional dropship anymore Laughing. But I need to have a way that we don't need it to be a starting unit to work.

Durrandi wrote:
Banshee wrote:
I've tested this and let's say it worked and it didn't work...

I've simply added FreeUnit=DSHP to the barracks.


It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared O.o.

So, this is a nice solution, but it needs some development Smile. Or maybe I did something wrong... should I change the techlevel from the dropships #Tongue... maybe techlevel=-1 can cause this problem O.o... although when you play with TechLevel=1, the refinery free a Harvester, but the Harvester is tech 1. I'll do a new test with Dropship at Tech 1.


There is something hardcoded into the dropship that is screwing it up

You have to make a copy of the dropship and usae that copy to make it work.

Here is what I used, almost a direct copy of the dropship and it works. I change something caused I used a different image.

Code:
Strength=225
Category=AirLift
Armor=light
TechLevel=5
Sight=2
RadarInvisible=yes
Landable=yes
MoveToShroud=no
Dock=NAHPAD,GAHPAD,
PipScale=Passengers
Speed=18
PitchSpeed=.16
Owner=GDI
Cost=1000
Points=20
ROT=5
Passengers=5
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=15        ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Landable=yes
IsDropship=yes
AllowedToStartInMultiplayer=no


I'll try it as soon as I can, but I doubt a unit can be hardcoded to not work as a FreeUnit=.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Jun 16, 2005 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

i am SO adding this to my next TS mod.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Jun 16, 2005 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double Post. go to hell. but i must ask,CAN these dock?(like Dock=GADROP)

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Thu Jun 16, 2005 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know, it does have the code to allow it:
Dock=NAHPAD,GAHPAD,
However, there's a slight mistake with it, there's that extra comma at the end (although it probably doesn't affect it).

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Thu Jun 16, 2005 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Tib Harvester; yes it can

@clazzy; that extra comma was my fault, I had added a another docking structer custom to my mod so I took it off when I posted it here to avoid confusion

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Sorrow
Flamethrower


Joined: 17 Nov 2004
Location: The Most Holy Metal Reich

PostPosted: Thu Jun 16, 2005 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that any unit that is a freeunit automaticaly becomes a vehicletype...

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Clarkson
General


Joined: 25 Aug 2004
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PostPosted: Thu Jun 16, 2005 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did this once,actually. i had teh ORCATRAN as the freeunit,though,i had shadow problems,and it seemed to hover right above the ground,do you get this problem,too?

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Thu Jun 16, 2005 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's actually a graphical error, It works fin but thee shadow stays right under so it looks like it' on the ground instead of flying. If you look at the 1st and 2nd screenie, the first was right before it landed and the second was on the ground, so it looks like it's on the ground but thats just a shadow error. kind a like the paradroping vehicles trick.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Jun 16, 2005 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if you want to build them,just do the pretend building with 1x1 foundation that gives a free dropship.And have the prerequisite=GADROP

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Thu Jun 16, 2005 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I figured out why some buildings will make the unit start out and not give a free unit. The building used had BaseNormal=no, any building that had it "=yes" (or not at all since yes is default) cause that "phenomenon"

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Jun 16, 2005 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damnit. can you get around the shadow bug,at all?

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Thu Jun 16, 2005 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not to my knowledge. Could you possibly take away the shadow altogether?

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 16, 2005 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really have to try out this thing. *Prepares the inis, shps and Fraps (for recording)*

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Clarkson
General


Joined: 25 Aug 2004
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PostPosted: Fri Jun 17, 2005 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Dont make a huge GIF,or i will kill you,Havoc. #Tongue

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jun 17, 2005 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorrow wrote:
I think that any unit that is a freeunit automaticaly becomes a vehicletype...


Unfornatelly, you are right.

I managed to reproduce his trick and I've loaded my orca transport with 3 soldiers. Then, I took it in a Nod base after scouting it. The Nod base has some cyborg reapers and rocket soldiers, so it was a perfect testing place. It was invincible on air Sad.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 17, 2005 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

So, this thread is usesless? I'd say not really. Banshee you shouldnt post on the site stuff that are in research, cuz sometimes, mistakes occur.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Jun 17, 2005 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try the "Invunurable=yes" tag on it,then see,then try "invunurable=no"...im curious.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jun 17, 2005 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

This tag doesn't exist...

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 17, 2005 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think he meant Invicible=no

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Fri Jun 17, 2005 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

damm it... one reason more that we must get WW to make TS open source...

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Fri Jun 17, 2005 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Havoc wrote:
I think he meant Invicible=no


Immune=

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jun 17, 2005 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

But when it's landed, it's not immune to enemy fire. Neutral

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sat Jun 18, 2005 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, still weird. Hardcoded stuff....

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Sat Jun 18, 2005 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only CanMakeUpStuff=yes can make it work Neutral

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
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PostPosted: Sat Jun 18, 2005 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

or westwood accepts our petition and makes TS open sourced  Laughing

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bassie12
Civilian


Joined: 20 Feb 2006

PostPosted: Sat Feb 25, 2006 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Somehow i can make dropships at a factory.
But these fly like this fix would do.
only i need to sell my factory to release it.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Feb 25, 2006 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you use jumpjet locomotor, you won't need to sell your factory. But either way, the vehicle is invencible when flying.

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red_rebel
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Joined: 06 Dec 2004
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PostPosted: Tue Feb 28, 2006 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Worm4981 wrote:
damm it... one reason more that we must get WW to make TS open source...


yeah, that would be REALLY nice.

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ORCACommander
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Joined: 14 Feb 2006
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PostPosted: Tue Feb 28, 2006 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

then sign the petition I'm #570 if your curios
I only know how to get there from tumsun

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Nejalic
Civilian


Joined: 03 Aug 2007

PostPosted: Fri Aug 03, 2007 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well it also seems that the semi retarted pilot while trying to hover hump objects in your base or wherever likes to land on the hover MLRS if you dont edit it correctly

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Aug 03, 2007 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please look at the dates on the last post, mate... This topic is more than 16 month's old. Confused

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