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Bunch o' questions :(
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WorrBerd0k3
Medic


Joined: 12 Oct 2003
Location: Good 'ol USA

PostPosted: Fri Jan 30, 2004 9:39 pm    Post subject:  Bunch o' questions :( Reply with quote  Mark this post and the followings unread

Is it possible for a aircraft to strafe with a load of missiles Question
like have an Orca Fighter fly over the target and release missiles before they get there to have them land on target Question

Zolop origionally had this question just havent found an answer yet.

Also, can a unit have multiple turretts, like a tank or something Question

And can an Orca bomber be fitted with like an antipersonel air-to-ground machine gun Question

Just one more question, is it possible for the crew in an airplane bail out if it's shot down, like in RA2 Question

~Thnx in advance, you people are great. Very Happy

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#2gunfire Now... I know packing 2 .45's aint as good as a Orca Fighter... but i think they'll do some damage on the Jet Puff Man. Smile

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Fremen5
Commander


Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Fri Jan 30, 2004 10:01 pm    Post subject: Re: Bunch o' questions :( Reply with quote  Mark this post and the followings unread

WorrBerd0k3 wrote:

Also, can a unit have multiple turretts, like a tank or something Question


afaik, nope

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Fri Jan 30, 2004 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I answered the Orca Fighter qns b4... it's in these forum in a thread somewhere.... yes you can have the Orca Fighter straffe load of (5) missiles...

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WorrBerd0k3
Medic


Joined: 12 Oct 2003
Location: Good 'ol USA

PostPosted: Sat Jan 31, 2004 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uummmmmmm, I'm sry to bother you Mr. FireStorm, or anybod for that matter, but i couldn't find a D@mn bit about makin a strafe bobmer or fighter for that matter, i guess ill just go and hide in the corner.......... Crying or Very sad

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#2gunfire Now... I know packing 2 .45's aint as good as a Orca Fighter... but i think they'll do some damage on the Jet Puff Man. Smile

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat Jan 31, 2004 8:02 pm    Post subject: Re: Bunch o' questions :( Reply with quote  Mark this post and the followings unread

WorrBerd0k3 wrote:

Also, can a unit have multiple turretts, like a tank or something Question

Nope... only one turret is allowed, HOWEVER you can specify two locations for bullets to "exit" the vehicle.. one for primary fire and one for secondary.

WorrBerd0k3 wrote:

And can an Orca bomber be fitted with like an antipersonel air-to-ground machine gun Question

Nope, aircrafts in TS only support one weapon.

WorrBerd0k3 wrote:

Just one more question, is it possible for the crew in an airplane bail out if it's shot down, like in RA2 Question

It's not even possible in RA2...and not in TS.

WorrBerd0k3 wrote:

~Thnx in advance, you people are great. Very Happy

I know, i know Wink Razz

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Sat Jan 31, 2004 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok here goes the weapon codes to make a straffe Orca

[Hydras]
Damage=40 ; or watever u want
ROF=1 ; depending on Range of weapon (1, release all rockets at once, 2, release rockets one by one..kinda)
Range=6 ; depending on ROF, if Orca turns to make another run but never fire, change the value to 5 or increase ROF to 2
Report=MISL1 ;or ur own
Warhead=ORCAHE ;or ur own
Projectile=BunchORockets

[BunchORockets]
ROT=1 ;this value makes the Orca "straffe"
Proximity=yes
Ranged=yes
Image=DRAGON
AA=no
AG=yes

I might have missed out some tags... but i think i typed out the required tags that u need to make a Orca Straffe weapon

Finally give the orca Primary=Hydras

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WorrBerd0k3
Medic


Joined: 12 Oct 2003
Location: Good 'ol USA

PostPosted: Sat Jan 31, 2004 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

sry for makin you get the code, i found it, should have posted sooner, but i thank you for goin out of your way to find it for me, your great, i also like your voxels Wink

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#2gunfire Now... I know packing 2 .45's aint as good as a Orca Fighter... but i think they'll do some damage on the Jet Puff Man. Smile

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WorrBerd0k3
Medic


Joined: 12 Oct 2003
Location: Good 'ol USA

PostPosted: Tue Feb 03, 2004 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

i could have sworn that pilots bailed out in one of the games, my friend had it and i thought it rather interesting, after all its not possible in TibSun. Im certain actually, i saw a pilot jump out, in RA2, i dont know but it was C&C, am i possibly thinking of RA?

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#2gunfire Now... I know packing 2 .45's aint as good as a Orca Fighter... but i think they'll do some damage on the Jet Puff Man. Smile

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E.I.G.
Cyborg Soldier


Joined: 29 Oct 2003

PostPosted: Tue Feb 03, 2004 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes RA aircraft when distroyed release a paratrooper, but I thought I saw someting about that in the rules.ini

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Feb 04, 2004 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

It's for sure NOT in RA2..maybe RA but i don't have that. And yes, the line is there in the rules.ini, it just doesn't do anything Wink

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Feb 04, 2004 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

it does it in RA1 and is defined by the
Paratrooper=
tag
value being a unit in the [INFANTRY] list

this tag IS present in the TS .exe but does not work even when included

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Wed Feb 04, 2004 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
Pilot=E1                ; pilot type that parachutes out of aircraft

this is in the 'misc' section of the RA2 rules ini. its obsolete i think beacuse ive tried all sorts of stuff there and nothing works.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Feb 04, 2004 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

oops i meant to say pilot (which was in working in RA1)

Paratrooper=
was for the paradrop superweap

Pilot=
was for the exploded air unit

niether work in TS

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Thu Feb 05, 2004 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, ejecting pilots were included in ONLY Red Alert and Generals.

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Feb 05, 2004 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

was it hard coded out? or could it be 'ressurected'? itd be sweet to get pilots workin again

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Feb 07, 2004 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was probably hardcoded out, yes.

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