Joined: 19 Aug 2009 Location: Moscow State University
Posted: Mon Feb 08, 2016 4:24 pm Post subject:
Stupid jumpjet helicopter......
I know there are threads already solving the problem of jumpjets approaching target. But I found the logic quite broken when using initial payload.
Transport unit will approach its target to the distance equal of the passenger's weapon range. If multiple passengers are in the transport, the distance will be the shortest passenger range.
How stupid.....even the transport come from out of range to in the range of the passenger, you still have to click target again so the passenger can begin firing, if you target a building or something can't be auto picked as target. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
even the transport come from out of range to in the range of the passenger, you still have to click target again so the passenger can begin firing, if you target a building or something can't be auto picked as target.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 09, 2016 6:19 am Post subject:
You guys sure? I'm quite certain orig BF has the issue due to CrusherAll while other OpenTopped units use their own weapons' range. (Atleast I had this problem with my opentopped IFV) _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 09, 2016 7:40 am Post subject:
Well, I meant that my OpenTopped units which had no CrusherAll always used their appropriate weapon's range (Primary or Secondary) and the passenger's ranges were ignored. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Tue Feb 09, 2016 8:53 pm Post subject:
In my experience, GD seems to be right.
It's been a while, but one of my older mods had a heli transport with open-top capabilities. I'm fairly certain it stayed at its own range when attacking, even when it had much shorter ranged SEALs/Tesla Troopers inside it. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I have an opentopped jumpjet (that lands) in RedRes and it stays at its own weapon range, ignoring passenger ranges completely. Well, it did do. Haven't played in a new Ares. QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Wed Feb 10, 2016 9:39 am Post subject:
perhaps a video can show.
https://youtu.be/IXnSEE2x9GA
shows how editing initial payload can affect helicopter behavior.
If manually put in passengers dont affect anything, then it's initial payload special.
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