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Airpad question
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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Wed Jun 10, 2009 5:17 pm    Post subject:  Airpad question Reply with quote  Mark this post and the followings unread

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

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Jun 10, 2009 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

[Fighterbase]
Factory=AircraftType

[Fighter]
Prerequisite=Fighterbase
Dock=Fighterbase

[Bomberbase]
Factory=AircraftType

[Bomber]
Prerequisite=Bomberbase
Dock=Bomberbase

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.

Hope that helps.

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Lt Albrecht
Defense Minister


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

PostPosted: Wed Jun 10, 2009 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope.
Doesn't work,anything with factory=aircrafttypes automatically lets any padaircraft dock on it...

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Thu Jun 11, 2009 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Will "IsNormalPlane" help?

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jun 11, 2009 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Lt Albrecht
Defense Minister


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

PostPosted: Thu Jun 11, 2009 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd warn you though, everyone says "TO ARES!" whenever something can't be done, there is a *lot* of stuff that needs doing #Tongue A lot of stuff has already been done but there is a big list of requests ATM on the bugtracker.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jun 11, 2009 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 11, 2009 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

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....

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Thu Jun 11, 2009 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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

PostPosted: Thu Jun 11, 2009 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Thu Jun 11, 2009 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

indeed, like a AirHQ!
will the planes just show up on there pads, or will the structure have build then move?

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Lt Albrecht
Defense Minister


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

PostPosted: Thu Jun 11, 2009 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

they'll pop into existance, like normal #Tongue

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Thu Jun 11, 2009 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks! you help save my mod!

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Lt Albrecht
Defense Minister


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

PostPosted: Thu Jun 11, 2009 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jun 11, 2009 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's actually a pretty clever workaround.
I think I'll note it down for future reference.
Thanks.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Thu Jun 11, 2009 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, it is not working as planned...

I have a temp AHQ, and when it runs out of docks, nothing appirs on the other bases...

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Fri Jun 12, 2009 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jun 12, 2009 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bombers need dock=(airhq),(bomber hq)
Figters need dock=(airhq),(fighter hq)
All of them need to be on the Padaircraft=tag (up top)

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Fri Jun 12, 2009 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't seem to work... I really thought you had it...



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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jun 12, 2009 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

what appears to be the problem (in words)? neither will dock with the default factory?

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Fri Jun 12, 2009 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

they will only show up on the default factory. I cant move them off the default factory.

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jun 12, 2009 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah...
Odd.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Fri Jun 12, 2009 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've done it times with mods using the "Support Airfeild", yet why cant I?

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Sat Jun 13, 2009 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Jun 13, 2009 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

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....

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Sat Jun 13, 2009 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Lt Albrecht
Defense Minister


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

PostPosted: Sat Jun 13, 2009 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
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.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Sat Jun 13, 2009 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Quote:
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

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Sat Jun 13, 2009 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Read this.

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.

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Sat Jun 13, 2009 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

A useful post, sir. Thank you.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Sun Jun 14, 2009 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Xovvo wrote:
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 Wink

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Lt Albrecht
Defense Minister


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

PostPosted: Sun Jun 14, 2009 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Mon Jun 15, 2009 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

well to finish it off, can I put a waypoint on the AirHq to make the planes fly off to there rightful pad?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jun 15, 2009 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

no it was disabled for aircraft

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Mon Jun 15, 2009 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, well the player will have to move planes manually

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