Posted: Tue Mar 16, 2010 2:27 am Post subject:
Orca Transports and Dropships :?
I just made the Orca Transports and Dropships buyable in the TS...
everythig looks great in gameplay until I try to land them on the ground , they start to freak out, like they were shaking the air or something...
Is there a way to fix this?
PD: I try to google this but I didn´t find anything u.u, only one thing but it doesn´t fix anything the transports keep freacking out it´s funny but I would like them to work nice for the mod I´m making QUICK_EDIT
Nah, not many people know how to fix it, short of creating new locomotors for them.
Some people here have found quick-fixes and roundabout ways, though they're somewhat buggy if done incorrectly. Search around the site a bit and you'll find a few ways. QUICK_EDIT
Has someone do it? It would be a good help for me ... note I really don´t care about paratroops I don´t like them, I just want the air transports to land without any problem
And it´s surprising that this didn´t show up at google :/
should I look for downloading the locomotors? QUICK_EDIT
It's a problem ever since the old patch 1.13 for TS where it was done by WW to avoid aircraft being able to land on water and outside the map.
There are currently only 3 known workarounds:
-give the aircraft the key Carryall=yes (the passenger infantry will then be dropped one by one and it can also carry one vehicle)
-use a flying vehicletype (though this is immune against all anti-air weapons except railguns and firestorm defense)
-give the airtransport a dummy weapon (this will make the airtransport able to parachute the passengers out if force-fired on ground; it will still go crazy when loaded and ordered to land, but you can empty it via parachuting the passengers out and once it's empty again it can land fine again) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Unfortunately no downloadable locomotors exist for this purpose.
Currently there is really now flawless way to get this working at all, but right now the best way to get it to work is by giving the air transport Carryall=yes. The side-effect of this is however that whenever it lands, it'll drop all infantry off 1 by 1 and it' ll take off and land again in between dropping off every single infantry.
If you make the dropship buildable however, it's of course impossible for vehicles to enter the dropship like in the singleplayer missions.
Edit: Seems LKO beat me to it. _________________ QUICK_EDIT
There are currently only 3 known workarounds:
-give the aircraft the key Carryall=yes (the passenger infantry will then be dropped one by one and it can also carry one vehicle)
-use a flying vehicletype (though this is immune against all anti-air weapons except railguns and firestorm defense)
-give the airtransport a dummy weapon (this will make the airtransport able to parachute the passengers out if force-fired on ground; it will still go crazy when loaded and ordered to land, but you can empty it via parachuting the passengers out and once it's empty again it can land fine again)
Lies.
-Find a previous TS version and use that. _________________ "Banned" RP here QUICK_EDIT
and you don't have any of the cool new keys which came with the Firestorm expansion as well as several of the fixed bugs of the later patches. _________________ SHP Artist of Twisted Insurrection: Nod buildings
read the newbie guide in modding
A flying vehicle is an aircraft listed under the VehicleTypes list instead of the AircraftTypes list in rules.ini. (thus build by a warfactory instead of a helipad)
The patches changed the exe (the TS engine) and nothing that simple as a hva or vxl. If it would've been a simple change in a hva/vxl or ini we would have fixed this problem years ago. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I've tried that already using a simple hex editor and comparing the bytes of both exes, but the CD-version of the exe is completely different. It seems to be compressed or only a wrapper for the game.icd file, in which you also can't find a single readable key. _________________ SHP Artist of Twisted Insurrection: Nod buildings
thanks. I've found and downloaded the exe.
I'll soon check if i can find anything interesting, though i doubt that i'll be able to do so with only comparing bytes. _________________ SHP Artist of Twisted Insurrection: Nod buildings
But only given that he has made a complete Database for the disassembled exe providing strings like FlyLocomotionClass. Else he would just see some hex numbers. _________________ SHP Artist of Twisted Insurrection: Nod buildings
By searching for the class string (Something good WW did when compiling, they compiled everything in the source, be it referenced or not) FlyLocomotionClass, you can trace it back to the vftable, what will reference the string just above the first entry. QUICK_EDIT
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