Posted: Wed Jun 10, 2009 5:17 pm Post subject:
Airpad question
ok, for my soviet group, I was planing to have a Fighter airbase and a bomber base, yet the fighters and bombers keep being made on the other feild, is there a way to have ony Fighters on one base, and bombers on another without cross production?
oh and i'm using npatch _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
That should give you two different planes, built from two different prerequisites, and on different pads. However, you won't have two separate planes building at once.
Nope.
Doesn't work,anything with factory=aircrafttypes automatically lets any padaircraft dock on it... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Not that I'm aware of. If what Albrecht said is true then you will probably have to submit to the might of the hardcoding, however maybe you should request this of Ares since its the only Exe patch thats now in development (for YR that is). AFAIK Npatch doesn't support this QUICK_EDIT
I'd warn you though, everyone says "TO ARES!" whenever something can't be done, there is a *lot* of stuff that needs doing A lot of stuff has already been done but there is a big list of requests ATM on the bugtracker. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
I don't want 1000 extra things possible with Ares. I just want YR to be less fucked up, with fewer idiotic bugs and all the broken TS logics fixed.
Though there are some awesome things on that roadmap thingie QUICK_EDIT
I remeber awile ago I had my dropship produced with the CAAIRP, and it was the only aircraft that was produced with it, I dont remember what i did i'll have to dig in my files to find it, but i know its possible.... QUICK_EDIT
Well, if that dose not work, I had a back up, where a button let you switch between being able yo build a bomber base or fighter base.
yet if you have bomber button on, you cant make fighters or the base.
(Logic train)
at a point, there is a option to normally make a fighter base, yet with an button(upgrade?) the fighter base is taken off, and the bomber base is put on.
Sorry if my idea as a bit scattered, I'm just trying to think around this. _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
3 airpads.
1: factory (can dock anything)
2: Fighter pad (can only dock fighters, no factory=)
3: Bomber pad (can only dock bombers, no factory=)
You'd have to make the airpads cheaper than the factory or limit the factory, but you get the idea. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
indeed, like a AirHQ!
will the planes just show up on there pads, or will the structure have build then move? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
Hey, no problem, better than that time that guy asked about population control...
*Flashback to me suggesting 1 child policy, gas chambers and building a canal to the white sea*
He should have mentioned he meant in YR! _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
I have a temp AHQ, and when it runs out of docks, nothing appirs on the other bases... _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
sorry for the doble post, yet here is the ruleMD code for the set,if the plane code is needed, I'll get that to
Code:
;Soviet Radar Facility/temp airHQ
[NARADR]
UIName=Name:NARADR
Name=Soviet Radar Tower
BuildCat=Tech
Prerequisite=NAREFN,NACNST
Strength=1000
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=Russians,Confederation,Africans,Arabs
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1250
Points=60
Power=-50
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=yes
Spyable=yes ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=SpyPlaneSpecial
Helipad=yes
Factory=AircraftType
UnitReload=no
NumberOfDocks=1
; airforce command
[NAPAD]
UIName=Name:NAPAD
Name=Soviet Air Defence Command
BuildCat=Tech
Prerequisite=NAREFN,NARADR
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=Russians,Confederation,Africans,Arabs,
ForbiddenHouses=Americans,British,French,Germans,Alliance,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=800
Points=70
Power=-50
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=no
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
; Bomber Command
[naairp]
UIName=Name:naairp
Name=Soviet Bomber Field
BuildCat=Tech
Prerequisite=NAPAD,NADEPT
Strength=450
Armor=concrete
Adjacent=2
TechLevel=6
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=Russians,Confederation,Africans,Arabs,
ForbiddenHouses=Americans,British,French,Germans,Alliance,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=900
Points=70
Power=-50
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=200, 325, 200
AIBuildThis=yes
NumberOfDocks=1
HasStupidGuardMode=false
Radar=no
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
_________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
Bombers need dock=(airhq),(bomber hq)
Figters need dock=(airhq),(fighter hq)
All of them need to be on the Padaircraft=tag (up top) _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
what appears to be the problem (in words)? neither will dock with the default factory? _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
they will only show up on the default factory. I cant move them off the default factory. _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
I've done it times with mods using the "Support Airfeild", yet why cant I? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
I would love someone to explain to me why we can't just build it somewhere else and have it fly to it's airfield, which would circumvent the airpad's promiscuity as it wouldn't dock the aircraft, period - just build them or allow them to be built out of a war factory (although I doubt that would work) or an alternate building or wherever you want. I've read posts where the things were spawned in the middle of freaking nowhere.
However, this new problem of the airpad not building them entirely, leaves me with nothing. Good luck.
Make your airpads Selectable=yes, this should allow you to move your planes and use the airpads and if all else fails Try removing the default airpad, then see if it forces the game to use the others.... QUICK_EDIT
i dont know... Maybe my back up plan is the option, with a button to chose your air path, where when you hit one, you cant get the other. gives more strategy... _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
Make your airpads Selectable=yes, this should allow you to move your planes and use the airpads and if all else fails Try removing the default airpad, then see if it forces the game to use the others....
NO.
In YR 1.01 you cannot move aircraft between airpads like RA2 and YR 1.0.
Removing the default airpad will do nowt but make fuckuppery as the default one is the factory=aircrafttypes. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Make your airpads Selectable=yes, this should allow you to move your planes and use the airpads and if all else fails Try removing the default airpad, then see if it forces the game to use the others....
NO.
In YR 1.01 you cannot move aircraft between airpads like RA2 and YR 1.0.
Removing the default airpad will do nowt but make fuckuppery as the default one is the factory=aircrafttypes.
Explanes a ton _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
This should work in RA2/YR, as it's, basically, the method that Westwood used to enable the building of any unit, by any warfactory, and any infantry from any barracks, etc; if you have the prerequisites, of course.
It deals with the fact that production structures can only build stuff that shares an owner with it. QUICK_EDIT
I would love someone to explain to me why we can't just build it somewhere else and have it fly to it's airfield, which would circumvent the airpad's promiscuity as it wouldn't dock the aircraft, period - just build them or allow them to be built out of a war factory (although I doubt that would work) or an alternate building or wherever you want. I've read posts where the things were spawned in the middle of freaking nowhere.
However, this new problem of the airpad not building them entirely, leaves me with nothing. Good luck.
It is a nice idea.
Well Actually, It worked.
I took the Airpad from the AirHQ, they are still built there, yet when they move, they return to the right airfeild, be it bomber or fighter!
and Machine, I thank you for your plan, and I'm sure you made some other modders day _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
I know of this, and curse Dcoder for breaking (deliberately) it in Ares, I'm eagerly waiting for some sort of more simple way of doing it to replace said "hack", which will be in Ares. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
well to finish it off, can I put a waypoint on the AirHq to make the planes fly off to there rightful pad? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
oh, well the player will have to move planes manually _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
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