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How to Build Jumpjet Vehicle from Airfield
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Apr 19, 2019 11:49 pm    Post subject:  How to Build Jumpjet Vehicle from Airfield Reply with quote  Mark this post and the followings unread

First you need a dummy aircraft that kills itself on born
Code:
[AircraftTypes]
+=MYDUMMYAIRCRAFT01

[MYDUMMYAIRCRAFT01]
...
TechLevel=3 ; buildable
Armor=die ; killed by the suicide AE
AttachEffect.Animation=KILLDUMMY ; a suicide AE
AttachEffect.Duration=-1
Sight=0
DesignatorRange=1 ; yes this is a designator
...


Then add this superweapon to your airfield
Code:
[GiveMeJumpjet]
Type=UnitDelivery
Deliver.Types=MYJUMPJET
SW.AITargeting=self
SW.AutoFire=yes
SW.FireIntoShroud=yes
IsPowered=false
RechargeTime=.01
SW.ShowCameo=no
SW.Deferment=0
SW.Designators=MYDUMMYAIRCRAFT01

[MYJUMPJET]
;Your helicopter, airship, disc, whatever

Reason behind: you build the dummy designator, causing the give-me-jumpjet-sw to fire only once then the designator dies right after born and the superweapon is on hold again. This trick supports setting primary exit.
If you want AI to recruit unit-delivered unit, set [Hunt]->Recruitable=yes  Cool

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Sat Apr 20, 2019 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Uh, isn't this for Ares?

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Apr 20, 2019 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

What's the "hunt" part for exactly? I didn't get that.

I get it is an AI section but I don't get how it would make them build this

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Apr 20, 2019 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

It is not an AI section but rules section.

AI unit in hunt mode would have gone hunting before a new team is formed to recruit it. This may not be useful for AI as a build and use unit.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Apr 20, 2019 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Ai builds the dummy then recruit the actual unit

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sun Apr 21, 2019 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

why not unit deliver a 1x1 invisible building instead? that building could produce the jumpjet via the kennel logic.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Apr 21, 2019 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
why not unit deliver a 1x1 invisible building instead? that building could produce the jumpjet via the kennel logic.
Then the jumpjet still queues with vehicles, not what I mean to achieve.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 21, 2019 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks I might use this for D-day.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Mon Apr 22, 2019 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
silverwind wrote:
why not unit deliver a 1x1 invisible building instead? that building could produce the jumpjet via the kennel logic.
Then the jumpjet still queues with vehicles, not what I mean to achieve.


Ah, that makes more sense. Now that I think about it, this is actually a brilliant idea!

By using a dummy unit as a beacon for a UnitDelivery SW, you get the chance to employ many of the added effects of a SW for unit production, like Animations, EVA Events, Messages, Radar Events, etc.

I am SO gonna use this.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Thu Aug 15, 2019 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

My Dummy dude wont die

Rules:
[General]
PadAircraft=DUMMYVTOL

[ArmorTypes]
kill_switch=none

[AircraftTypes]
3001 = DUMMYVTOL

[Animations]
3069 = SUICIDEANIM

[Warheads]
3018 = KillSwitchWH

[KillSwitchWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Verses.kill_switch=1500%
AffectsAllies=yes
AffectsEnemies=no

[DUMMYVTOL]
UIName=NOSTR:dummy
Name=dummy
Prerequisite=HPADFAKE ; cloned hpad for quick tests
CanPassiveAquire=yes
CanRetaliate=no
Strength=20
Turret=yes
TechLevel=3
Armor=kill_switch
AttachEffect.Animation=SUICIDEANIM
AttachEffect.Duration=-1
Sight=0
DesignatorRange=1
Category=AirPower
CloakStop=yes
ProtectedDriver=yes
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Dock=HPADFAKE
PipScale=Ammo
Speed=28
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=Germany
RequiredHouses=Germany
Cost=1600
Points=25
ROT=6
Crewed=no
ConsideredAircraft=yes
AirportBound=yes
GuardRange=30
Explosion=SHODTNKEXPSML,SHODTNKEXPMED
MaxDebris=3
IsSelectableCombatant=no
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20
Fighter=yes
AllowedToStartInMultiplayer=no
PreventAttackMove=no


Art.ini:
[SUICIDEANIM]
Image=INVISO
Damage=150
DamageRadius=100
LoopStart=0
LoopEnd=7
LoopCount=1
Warhead=KillSwitchWH

Last edited by suffle19 on Thu Aug 15, 2019 3:16 pm; edited 1 time in total

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Aug 15, 2019 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Missing Suicide=yes on weapon.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Thu Aug 15, 2019 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Missing Suicide=yes on weapon.

but there's no weapon, only warhead. Its uses AE

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Aug 15, 2019 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

[Animation]>Weapon= possibly?

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Thu Aug 15, 2019 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
[Animation]>Weapon= possibly?

I'll try

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Thu Aug 15, 2019 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
[Animation]>Weapon= possibly?

No, Dummy unit wont die anyway, also it keeps spawn my requested jet

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Aug 16, 2019 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very odd. not sure then.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Aug 17, 2019 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello,
Versus.kill_switch=1500%

You misspelled versus like Westwood

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 17, 2019 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you added SUICIDEANIM to the [Animations] list?
Otherwise it won't load

Do you tried some other anim than Image=INVISO (something visible) to check if your suicide anim is played at all?
INVISO has only 1 frame. Maybe try an SHP with a few more frames.

You can delete DamageRadius. The key doesn't work AFAIK and wouldn't be necessary in the first place.

Have you tried using warhead SUPER? Maybe your special kill_switch warhead isn't working.

Why do you uselessly over-complicated this by adding a custom armortype? simply use Armor=none for the unit and SUPER warhead to kill it.
In other words, simplify down your code and rule out additional factors.

Once it works, add additional stuff like custom armors. Though Armor=none and Organic warhead would surely also work and prevent the helipad from getting damaged. There's enough already in the game to work with.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Fri Aug 23, 2019 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the advices, i'll try it out.
P.s Yes i tried diffrent images and yes i have SUICIDEANIM in the [Animation] section

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Aug 23, 2019 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Sat Aug 24, 2019 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Aug 24, 2019 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

suffle19 wrote:
cxtian39 wrote:


I don't undestand where's mistake in my armor or warhead.
P.s. I didnt try all tips that where described above. Currently dont have time for mod.


WW made a wrong spell of "Versus", and Ares is using the right one, so you have to write Verses=... for the 11 vanilla armor types and Versus.(Ares custom armor name)=... for Ares custom armor types, that's it.
suffle19 wrote:

[KillSwitchWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Verses.kill_switch=1500%

this custom versus wont work.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Tue Sep 17, 2019 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I have changed warheads as Lin Kuei Ominae said(None,Super) and it works. Thanks.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Tue Sep 17, 2019 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

now is there way to build it when Airfield is full? Problem is - i have helipad so it has 1 dock place and when it has aircraft on it i cant build other aircraft types.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Sep 17, 2019 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pad aircraft are dumb. Get rid of them.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Sep 18, 2019 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

But how will our ArcraftTypes reload?
They don't exactly have infinite ammo, nor can they be made to reload unless they dock...

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Thu Sep 19, 2019 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Pad aircraft are dumb. Get rid of them.

Can you explain why? Or its just your opinion?

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Fri Sep 20, 2019 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL... I only get it Very Happy cxtian39 all of this time told me that i wrote VersEs but its need to be VersUs... omg im such inattentive and slowpoke. Sorry.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Sun Oct 27, 2019 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's me again I dont get this "hunt" part for AI.
Can some one give example?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Oct 28, 2019 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

suffle19 wrote:
It's me again I dont get this "hunt" part for AI.
Can some one give example?
search [Hunt] in rulesmd

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Oct 28, 2019 4:23 am    Post subject: Reply with quote  Mark this post and the followings unread

suffle19 wrote:
It's me again I dont get this "hunt" part for AI.
Can some one give example?


"Hunt" makes stuff go out and look for stuff to kill, usually the nearest targetable thing owned by a non-civvy thing.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Mon Oct 28, 2019 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

And now what I need to spell in AI.ini to task force dummy designator or actual unit?

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Fri Nov 01, 2019 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dunno... I added dummyunit to task force but its not appears, AI builds it but no unit spawns only designator. If i spelling actual units AI builds it from weapon factory.

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m7
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Joined: 17 Apr 2009

PostPosted: Fri Nov 01, 2019 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your AI taskforce needs to be able to pull these new units from the battlefield, so make sure Autocreate=no is set on the teams that use your intended vehicle/aircraft/infantry/etc.

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