Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Apr 29, 2026 6:18 am
All times are UTC + 0
Helicipter doesn't want to die // RA2
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [22 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Wed Apr 15, 2009 3:01 pm    Post subject:  Helicipter doesn't want to die // RA2
Subject description: Shooted helicopter fall down and don't die
Reply with quote  Mark this post and the followings unread

The helicopter was shooted down, he blowed up, falled down and after this he is lieing on the ground with 1 hell and continues moving his rotors.

What can cause this bug?

Unit was added to C&C Reloaded mod

Rules.ini
; ka50
[ka50s]
UIName=ka50
Name=ka50
Prerequisite=stabilizationbuilding
Primary=;BlackHawkCannon
Strength=175
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=5
Speed=14
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes

Arts.ini
[ka50s] ; Kamov helicopter
Voxel=yes
DisableVoxelCache=yes ; SJM: this is a major cache hog
DisableShadowCache=yes ; SJM: this too
Remapable=yes
TurretOffset=50
PrimaryFireFLH=175,0,10
ShadowIndex=2 ;order of voxels got changed



heli_bug.png
 Description:
 Filesize:  141.93 KB
 Viewed:  6421 Time(s)

heli_bug.png



Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Apr 15, 2009 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is known that normal planes shouldn't have the ability to selfheal: this keeps them from crashing. The only mentioning of selfhealing in this code is an elite ability, but in the pic the chopper ain't elite, so that can't be it...

Back to top
View user's profile Send private message Send e-mail Skype Account
Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Wed Apr 15, 2009 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jumpjet logic causing the problem maybe? IIRC using jumpjet logic here makes it invincible. Also, this should be in TS editing, not the media hut.

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Wed Apr 15, 2009 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

*EHRM* its in RA2 as the title says, its just a ts unit in ra2 Rolling Eyes Notice the "1" in the top left corner, TS has it on the bottom, also the water tiles are different in TS;There much darker.

I'm not trying to flame, just pointing out whats different

_________________

Back to top
View user's profile Send private message Skype Account AIM Address
MRMIdAS
Tiberian Beast


Joined: 17 Jul 2008

PostPosted: Thu Apr 16, 2009 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Change Crewed=yes to Crewed=no.

_________________
MIdAS - Turning wages into beer since 2002

Back to top
View user's profile Send private message
asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Thu Apr 16, 2009 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Change Crewed=yes to Crewed=no.


It didn't help =/
And by the way, what does this parametr means?

Back to top
View user's profile Send private message
asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Thu Apr 16, 2009 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
It is known that normal planes shouldn't have the ability to selfheal: this keeps them from crashing. The only mentioning of selfhealing in this code is an elite ability, but in the pic the chopper ain't elite, so that can't be it...

Choopers and Kirovs can have selfhealthing.

Back to top
View user's profile Send private message
- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Thu Apr 16, 2009 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I once changed some crash speed on the nighthawk...
then it rotate and rotates with a red meter on it

seeing that maybe its not...
unless some typo on the codes...

_________________

Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/
https://www.moddb.com/mods/yr-zero-hour

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL Skype Account Yahoo Messenger Account
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Apr 16, 2009 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Roadwarrior wrote:
*EHRM* its in RA2 as the title says, its just a ts unit in ra2 Rolling Eyes Notice the "1" in the top left corner, TS has it on the bottom, also the water tiles are different in TS;There much darker.

I'm not trying to flame, just pointing out whats different


Still shouldn't be in media hut though.

Back to top
View user's profile Send private message
MRMIdAS
Tiberian Beast


Joined: 17 Jul 2008

PostPosted: Thu Apr 16, 2009 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

asvnix wrote:
MRMIdAS wrote:
Change Crewed=yes to Crewed=no.


It didn't help =/
And by the way, what does this parametr means?


if it dies, there's a possibility of a pilot surviving the crash.

as has been said, prolly jumpjet locomotor.

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Apr 16, 2009 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not the locomotor. It has partly to do with the JumpJet characteristics.

Back to top
View user's profile Send private message
BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Fri Apr 17, 2009 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

This code works great for my choppers:

[UNIT]
UIName=Name:UNIT
Name=Unit Name
Prerequisite=buildings needed
Primary=Weapon
ElitePrimary=Weapon
Strength=***
Category=AirPower
Armor=heavy
TechLevel=6
Sight=8
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes
SelfHealing=no
Speed=16
JumpJet=yes
JumpjetSpeed=30
JumpjetClimb=20
JumpjetCrash=36
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=800
JumpjetWobbles=.01
JumpjetDeviation=1
Crashable=yes
PitchSpeed=1.1
Owner=****
Cost=1700
Points=15
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=7
IsSelectableCombatant=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
VoiceSelect=****
VoiceMove=*****
VoiceAttack=****
VoiceCrashing=****
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
;Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
ThreatPosed=100
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no ;uncomment out
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
MoveSound=****
Size=12
PreventAttackMove=no
HoverAttack=yes
CanPassiveAquire=yes
CanRetaliate=yes
TooBigToFitUnderBridge=true
AirRangeBonus=4
DeathWeapon=ChronoMinerBomb
Bunkerable=no
SizeLimit=2
Turret=no
DeployToLand=yes

*********** ART **********

[UNIT]
Voxel=yes
Remapable=yes
Cameo=UNITICON
AltCameo=
PrimaryFireFLH=50,80,50
PBarrelLength=250
SBarrelLength=250
UseBuffer=yes
DisableVoxelCache=yes
DisableShadowCache=yes
ShadowIndex=*

replace the * with your stuff

Last edited by BuddaBoy on Fri Apr 17, 2009 8:36 pm; edited 1 time in total

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Apr 17, 2009 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Bear in mind, BuddaBoy, a bad ShadowIndex, can and will, cause a crash. That should probably be set to 0 or a star so the user can decide.

Also, I disagree with plug n play modding since you can just use the Nighthawk.

Back to top
View user's profile Send private message
BuddaBoy
Cyborg Engineer


Joined: 05 Oct 2004

PostPosted: Fri Apr 17, 2009 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

not really with just the nighthawk code...it lands, this code hovers and attacks while in the air ( ground and air units ) as for the shadow index I do agree and I am sorry if it does bring confusion.

Also as for the cut and paste comment, this code took me years to work out as this does mak air to air combat work but only for helicopters not planes

Back to top
View user's profile Send private message
asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Sat Apr 18, 2009 6:44 am    Post subject: Reply with quote  Mark this post and the followings unread

BuddaBoy wrote:

Also as for the cut and paste comment, this code took me years to work out as this does mak air to air combat work but only for helicopters not planes

Planes can fight with each other if you install NPatch.

Back to top
View user's profile Send private message
asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Fri Jul 03, 2009 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

What is the difference betwen ShadowIndex=1 , 2, ,3 and so on ?

Back to top
View user's profile Send private message
raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jul 03, 2009 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

your helicopter consists of different sections
the body, the rotor at the back and the rotor on top
0,1,2 are the reference to this sections.
usually you use the body (section 0) for the shadows

_________________

just a simple logo by bricks @ raminator, on Flickr

Back to top
View user's profile Send private message
crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Jul 03, 2009 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know, I tried your code on the Heli from TS with RA2, and it was shot down and destroyed with no problems. And it's the exact same code the SHAD uses so I dont see why your having problems, unless the mod itself is reading it in a different way, but like I said I really dont know the problem on this one.

Edit: what you have it listed as in your Rules.ini an Aircraft or a Vehicle?should be listed as a vehicle.

Back to top
View user's profile Send private message
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Jul 04, 2009 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've noticed this phenomena as well.

Part of it is related to SelfHealing=yes AND the JumpJetCrash rates.

If the JJC rate is too low (<25 by my observations) It will not crash correctly.

I solved my issues by making all aircraft Crashable=no. (Note: Crashable does not work with AircraftTypes like the Harrier)

Back to top
View user's profile Send private message
asvnix
Grenadier


Joined: 14 Dec 2008
Location: EXUSSR

PostPosted: Sat Jul 11, 2009 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Problem was solved after moving it to Vehicles list. But why it should be listed by a vehicle? Does anybody knows?

Back to top
View user's profile Send private message
crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Jul 11, 2009 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats just the way they are coded from WestWoodStudio's. It has alot to do with the rotor animations, cause they only work if its listed as a vehicle. Why they coded it like that, I have no idea, but thats just how it is. Wink

@lko- nice feedback, I missed that very important step, the JJL

Last edited by crevio on Sat Jul 11, 2009 6:45 pm; edited 2 times in total

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 11, 2009 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the reason why it did not work as an aircraft is, that the jumpjet logic works only for vehicletypes. But i'm not sure as i haven't modded RA2 that much.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [22 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.2551s ][ Queries: 14 (0.0120s) ][ Debug on ]