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Attempting to edit a helicopter. (baby's first mod!)
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Weldie
Civilian


Joined: 24 Oct 2020

PostPosted: Sat Oct 24, 2020 4:10 pm    Post subject:  Attempting to edit a helicopter. (baby's first mod!) Reply with quote  Mark this post and the followings unread

Hi all, first post here, though I've been browsing for a while.

Long story short, I've got big (probably unrealistic) ideas about making a mod. As part of that, I'd like to make a 'traditional' style helicopter, something like an Mi24 Hind (no, not that carrall thing left in RA2's files Wink )

Essentially, it just needs to come out of the war factory, hover (and stay hovering) and fire its rockets at the things I tell it to.

The problems I have so far are:

1) It currently uses omnifire on its weapons, or they don't work properly. Is there any way to remove this? I'd like the heli to point itself towards its targets, and blast away, rather than flinging rockets out of its sides/rear.

2)I don't need it to land. Using 'deploytoland=yes' works, but leaves the 'deploy' cursor, and function, which I don't want. Setting it to 'no' causes the heli to land, like the nighthawk, and I don't want that. Using 'balloonhover=yes' also works, except it causes the rotors not to spin, when the helicopter is stationary. Is there a way to have it hover like a Kirov, or Rocketeer?

Oh. and here's the code:

; Soviet Siege Chopper
[SCHP]
UIName=Name:Hind
Name=Hind
;Image=SHAD
Prerequisite=NAWEAP
Primary=RocketPod
;Secondary=160mm
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1400
Soylent=1400
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackAir
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=yes
Crashable=yes
CanPassiveAquire=yes ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=SeigeChopperMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
;ElitePrimary=BlackHawkCannonE
;EliteSecondary=160mmE
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
;IsSimpleDeployer=yes
;UnloadingClass=SCHD
;DeployingAnim=SCHPDEPL
;DeployFire=no
Turret=no
DeployToLand=yes
IsSelectableCombatant=yes ; TR

Thanks in advance!

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Sat Oct 24, 2020 7:14 pm    Post subject: Re: Attempting to edit a helicopter. (baby's first mod!) Reply with quote  Mark this post and the followings unread

Weldie wrote:
Hi all, first post here, though I've been browsing for a while.

Long story short, I've got big (probably unrealistic) ideas about making a mod. As part of that, I'd like to make a 'traditional' style helicopter, something like an Mi24 Hind (no, not that carrall thing left in RA2's files Wink )

Essentially, it just needs to come out of the war factory, hover (and stay hovering) and fire its rockets at the things I tell it to.

The problems I have so far are:

1) It currently uses omnifire on its weapons, or they don't work properly. Is there any way to remove this? I'd like the heli to point itself towards its targets, and blast away, rather than flinging rockets out of its sides/rear.

2)I don't need it to land. Using 'deploytoland=yes' works, but leaves the 'deploy' cursor, and function, which I don't want. Setting it to 'no' causes the heli to land, like the nighthawk, and I don't want that. Using 'balloonhover=yes' also works, except it causes the rotors not to spin, when the helicopter is stationary. Is there a way to have it hover like a Kirov, or Rocketeer?

Thanks in advance!



Answer To First Problem:
theres One Shenanigan Afaik: - Change Main Voxel Of Heli To Turret Voxel... I Mean Create New Voxel And Call It Schp.vxl Meantime Main/old Schp.vxl Rename To Schptur.vxl So Your Main Voxel Of Helicopter Act Like A Turret And That Fake One Is For Shadow. Then When U Done Just Add Turret=yes And Remove Omnifire.
As A Result You Will Get Helicopter That Facing Enemy Units While Firing But Cost Of It Its Shadow... Shadow Of Your Helicopter Will Become Same As Your Fake Voxel...

p.s.
I Hope I Have Explained Clearly And Havent Forgotten Anything Very Happy

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Weldie
Civilian


Joined: 24 Oct 2020

PostPosted: Sat Oct 24, 2020 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your reply!

Okay, so I gave this a try. It works pretty well, but with a few issues: I used a blank voxel for the fake 'body', and sometimes, the propellers stop turning, after the helicopter attacks.

If I use a duplicate of the 'turret' voxel, eg, two of the same voxel, but with one named Schptur, I get a second helicopter 'stuck into' the first, pointing sideways. It looks quite funny Smile

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sat Oct 24, 2020 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

It may not be overriding schp.vxl correctly. see if leaving a completely blank schp.vxl (only one blank section) in the game directory fixes it.

You should be able to fix the rotor problem by moving the rotor blades to the main voxel (schp.vxl) and removing them from the turret. AFAIK, the game only animates turrets when they are being used.

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Weldie
Civilian


Joined: 24 Oct 2020

PostPosted: Sat Oct 24, 2020 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aha, I thought I could get around it like that.

Use the 'Schptur' as the 'body' and the regular 'Schp' as the rotors. Thank you very much for the help!

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Oct 24, 2020 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Jumpjet units must have OmniFire=yes on its weapons or they won't fire properly, this is due to engine limit.

2. Why not copy the code of ZEP when you want it to behave like a Kirov. Use the Ares expansion, there is AirRate= which solves the rotor problem in vanilla game. http://ares-developers.github.io/Ares-docs/new/airrate.html

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Weldie
Civilian


Joined: 24 Oct 2020

PostPosted: Sat Oct 24, 2020 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I can get the voxels to behave properly, I think I can get around the jumpjet omnifire issue, as suffle19 suggested, by using a duplicate vxl, as a 'turret' for the unit.

As for Ares, I actually downloaded it earlier today, to mess with, but it seems to do nothing, (other than make my game load REALLY slowly) I've certainly seen no changes to my rulesmd file. Can I just add that new parameter in, if I'm using Ares?

If I can get the voxels to behave properly, I think I can get around the jumpjet omnifire issue, as suffle19 suggested, by using a duplicate vxl, as a 'turret' for the unit.

As for Ares, I actually downloaded it earlier today, to mess with, but it seems to do nothing, (other than make my game load REALLY slowly) I've certainly seen no changes to my rulesmd file. Can I just add that new parameter in, if I'm using Ares?

*EDIT* I haven't tried the AirRate Function yet, but I've managed to get the Voxels behaving nicely, aside from a little clipping, between the body, and rotor, which I think may be an offset problem. Just wanted to say THANK YOU so much to everyone who's helped, so far! *EDIT*

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sun Oct 25, 2020 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Weldie wrote:
As for Ares, I actually downloaded it earlier today, to mess with, but it seems to do nothing, (other than make my game load REALLY slowly) I've certainly seen no changes to my rulesmd file. Can I just add that new parameter in, if I'm using Ares?


Do you get a Ares version number in the main menu bottom-right corner, where the vanilla version number is displayed? And are you using the RunAres.bat to actually run Ares? It sounds weird if it is making your game running more slowly, not faster.

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Weldie
Civilian


Joined: 24 Oct 2020

PostPosted: Sun Oct 25, 2020 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, on the load screen (the one with all the brutes) it says the version number in the bottom left.

I have been using the .bat file, too. Tbh, the speed seems to have improved, today. I had been opening and closing the game a lot (for testing) yesterday.

Oh, and by the way, the AirRate function works great, thank you for that suggestion Smile

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