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DropPod aircraft
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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Apr 29, 2015 3:28 pm    Post subject:  DropPod aircraft Reply with quote  Mark this post and the followings unread

For the Type=DropPod SuperWeapon, what determines the drop pod aircraft, and is there a way to customize it? The manual makes no reference to it. Is it just the aircraft with the ID "DPOD"? Also, what I've seen in-game, is it actually an aircraft at all or is it more a series of invoked animations that form the delivery method?

Last edited by Millennium on Fri May 01, 2015 4:01 pm; edited 1 time in total

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unknown_men
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Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Wed Apr 29, 2015 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Apr 29, 2015 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes.
So it's the first aircraft with DropPod locomotor that the game finds?

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unknown_men
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Joined: 09 Apr 2015
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PostPosted: Wed Apr 29, 2015 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

In Tiberian Sun, Droppod isn't aircraft type. Aircraft use voxel only, Droppod use shp only. Droppod itself is droppod type [DPOD] & [DPOD2] is Droppod shp from Tiberian Sun.

Droppod & Meteror locomotor is:
{4A582745-9839-11d1-B709-00A024DDAFD1}

This thing is useful if you want know about many different RA2YR locomotor: http://modenc.renegadeprojects.com/Locomotor

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Apr 29, 2015 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

[General]►DropPod= ; mark to leave after drop pod lands
[General]►DropPodPuff= ; animation to play when drop pod hits the ground (usually PODRING)
[General]►DropPodTrailer= ; The animation used as smoke trailer for Drop Pods. Defaults to SMOKEY.
[Animation]►DROPPOD ; Droppod SE-facing
[Animation]►DROPPOD2 ; Droppod SW-facing

These are all the tags you need to know to change the look of the drop pods, the 2 animations DROPPOD and DROPPOD2 are hardcoded and so if you want to change the look of the drop pods themselves, those would be what you change. Drop pods are not a vehicle of any sort.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Apr 29, 2015 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread



The fake one works well

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Apr 29, 2015 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm... if it worked the same in TS, then that [DPOD] aircraft in the Rules had no function?

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GenesisAria
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Joined: 10 Mar 2015
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PostPosted: Fri May 01, 2015 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why have i seen voxel droppods then O.o?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 01, 2015 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
then that [DPOD] aircraft in the Rules had no function?

correct
DPOD was unused in TS
GenesisAria wrote:
Why have i seen voxel droppods then O.o?

You haven't.
Maybe someone was using the voxel for something else, but not for droppods.

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Fri May 01, 2015 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's possible to _make_ them. The question was more like, does Type=DropPod _use_ them? But it's certainly possible to put voxel objects with that Locomotor into a mod in one place or another.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Fri May 01, 2015 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
But it's certainly possible to put voxel objects with that Locomotor into a mod in one place or another.

No. At least in TS, any unit having the droppod locomotor causes the game to crash instantly when it's build, spawned or in any other way created ingame. Very likely to be this way in RA2 too.

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Millennium
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Joined: 09 Mar 2008
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PostPosted: Fri May 01, 2015 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

It crashes in RA2 too when its buit, but I've been told that is due to missing animations. I'm not sure if that is true.

However, there are other ways how you can use DropPod locomotor in RA2 - it can be put on LocomotorBeam type warheads (although the effect is very strange, maybe someone will have a use for it somehow), or spawned via ParaDrop and SpyPlane SWs.

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GenesisAria
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Joined: 10 Mar 2015
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PostPosted: Sun May 03, 2015 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
GenesisAria wrote:
Why have i seen voxel droppods then O.o?

You haven't.
Maybe someone was using the voxel for something else, but not for droppods.
ahh, there was a droppod voxel in the original local.mix, but clearly it wasn't something you could actually use as a droppod.

though really for the flight time and purpose of drop pods, voxels really aren't necessary haha.

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Mr.Hymn
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Joined: 01 May 2020

PostPosted: Tue Nov 02, 2021 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:


The fake one works well


DO you know how pls I tried so many ways but doesn't change the landing droppod only when hit the ground.

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