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helicopters get stuck in soviet warfactory and allied.
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun Apr 13, 2008 8:41 pm    Post subject:  helicopters get stuck in soviet warfactory and allied. Reply with quote  Mark this post and the followings unread

im guessing its a common problem that helicopters get stuck in the factory, what it dose is simply flys out of top and parks on ramp and they can not be moved.... unless you sell the warfactory.... and if it helps, when somone captures the warfactory it becomes theres so i think it means its still exiting the warfactory, but what do i know. also can not build anything else... until i make new warfactory.

also, how do i make it so i can only build as many planes as i have pads? it lets me build as many as i want..... but it gets stuck at a number when it exceeds to 4, or 8, or whatever, depending on how many pads there is.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Apr 14, 2008 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

it has the wrong locomotor, change it to the jumpjet one, if you use an aircraft one this happens...

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Apr 14, 2008 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

that seems simple, thanks Very Happy again.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Mon Apr 14, 2008 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
simply flys out of top and parks on ramp and they can not be moved.... unless you sell the warfactory
ya happened to me once too.

Quote:
it has the wrong locomotor, change it to the jumpjet one, if you use an aircraft one this happens...
thats how i fixed mine

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Apr 15, 2008 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah... Already said that... Kinda pointless, although you have to have an aircrafttype locomotor for the caryall logic to work, shame about that.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Apr 15, 2008 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

k...... now my second question, how do i make my new aircraft not be able to be built over the amount of pads?

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Apr 15, 2008 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you tried just copying the codes from the Harrier or Black Eagle? I can look more into it in like 1 hour when I get home from school.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Apr 15, 2008 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

airportbound=yes and landable=yes I believe, in conjunction with the aircrafttype locomotor I believe, It's all on the harrier so copy it.

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Dark Shadow 750
Cyborg Engineer


Joined: 27 Jul 2007

PostPosted: Tue Apr 15, 2008 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

and PadAircraft=

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Apr 15, 2008 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

These are what I think are needed:
Code:

ConsideredAircraft=yes
AirportBound=yes
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
Fighter=yes

Add these and it should work.

Padaircraft= isnt even on the vehicle, its near the top, search for it and add your unit to the list.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Apr 15, 2008 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

but, i did copy off of the harrier entry..... ill try all that.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Apr 15, 2008 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

"PadAircraft=ORCA,BEAG" - this might be your problem, just a guess

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Tue Apr 15, 2008 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

add it under the "generals" ini thingy

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Apr 16, 2008 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Biohazard it's [General] As I've said already. and Dafool is right.
How do I know? I've been playing around with aircraft for my mod and have five already, all coded in with their own voxels.

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Dark Shadow 750
Cyborg Engineer


Joined: 27 Jul 2007

PostPosted: Wed Apr 16, 2008 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
and Dafool is right.


Aw. I suggested it first. [/whine]

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Wed Apr 16, 2008 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

[/quote]Biohazard it's [General] yea thats what i meant

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Apr 17, 2008 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks everyone, it worked. did not know that pad aircraft was important..... but thanks.

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