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Hovering Harrier/Orca Troubles
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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Wed Nov 18, 2020 5:16 pm    Post subject:  Hovering Harrier/Orca Troubles
Subject description: Problems getting it to die, or return to the airpad.
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Hi again, Ive been attempting to re-create what a Harrier would do, and have it Hover above a target. This way it could act as an area guard.

Although Ive managed this its led to a number of headaches.

For a start Id like it to bob, up and down when idol, it looks a bit static.
Secondly and more importantly it fires its rockets and drops like a stone, but refuses to explode.
It won't return to its airpad, the airforce base.
When shot down yet again, it does explode, but still sits on the map and is unselectable.

Could someone please explain where Ive gone wrong. I tried Baloon Hover, I used the jumpjet locomotion, yet I can't seem to get my head around this. Thanks in advance.

[ORCAX]
ROT=3
Ammo=1
Cost=1400
Dock=GAAIRC,AMRADR
Name=Intruder
Armor=light
Image=FALC
Owner=British,French,Germans,Americans
Sight=8
Speed=14
Crewed=yes
Points=20
UIName=Name:ORCA
JumpJet=yes
Primary=Maverick
Category=AirPower
DieSound=
Landable=yes
OmniFire=no
PipScale=Ammo
Strength=150
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MaxDebris=3
MoveSound=IntruderMoveLoop
SpeedType=Hover
TechLevel=3
VoiceMove=IntruderMove
Crashable=yes
BuildLimit=0
GuardRange=30
PitchAngle=0
PitchSpeed=1.1
HoverAttack=yes
ThreatPosed=20
VoiceAttack=IntruderAttackCommand
VoiceSelect=IntruderSelect
AirportBound=yes
BalloonHover=yes
CanRetaliate=yes
ElitePrimary=MaverickE
JumpJetAccel=14
JumpjetClimb=20
JumpjetCrash=25
JumpjetSpeed=30
MoveToShroud=yes
MovementZone=Fly
Prerequisite=RADAR
CrashingSound=IntruderDie
JumpjetHeight=500
VoiceCrashing=IntruderVoiceDie
EliteAbilities=STRONGER,FIREPOWER,ROF
JumpjetWobbles=1.15
RadarInvisible=no
ForbiddenHouses=Alliance
ImpactLandSound=GenAircraftCrash
JumpJetTurnRate=7
CanPassiveAquire=no
ImmuneToPsionics=yes
JumpjetDeviation=1
JumpjetNoWobbles=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
PreventAttackMove=yes
ConsideredAircraft=yes
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Nov 18, 2020 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aircraft can't area guard, and jumpjet tags / BalloonHover were designed to be used with VehicleTypes. The flying locomotor should not read the jumpjet controls which are used to create the 'bob' effect, but would be used when the aircraft is levitated with the Magnetron.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 18, 2020 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jumpjet code doesn't work on aircraft, it only works on vehicle types.

The only way to achieve what you want is to make the harrier a proper Jumpjet unit built from the war factory.

_________________



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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Wed Nov 18, 2020 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the quick replies. So if I changed this from an aircraft type and added it to the vechicle type list, bit like a Nighthawk.

Ive no intention of building it myself, I just want the unit spawned on the map  and to have it hover.

As for the hover, do I leave the locomotion alone?

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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Thu Nov 19, 2020 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

So what Ive now got is this below. Removing the Balloon hover forces it to land, which is ok, but having it in there keeps it in the air.

Now when it comes to aquiring a target in guard mode, it does nothing until an enemy unit passes its cockpit, then it fires. Id hope for it to spin round and fire, but it just sits in the air a little like the Hind.

I can clearly see a line of sight as it detects the enemy at distance, but it appears to be 'sticky', unless attacked first. Any idea why?



ROT=3
Ammo=2
Cost=1400
Name=Intruder
Armor=light
Image=FALC
Owner=British,French,Germans,Americans
Sight=8
Speed=14
Crewed=yes
Points=20
UIName=Name:ORCA
JumpJet=yes
Primary=Maverick
Category=AirPower
DieSound=
Explodes=yes
Landable=yes
OmniFire=no
PipScale=Ammo
Strength=150
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
Crashable=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MaxDebris=3
MoveSound=IntruderMoveLoop
SpeedType=Hover
TechLevel=3
VoiceMove=IntruderMove
BuildLimit=0
GuardRange=30
PitchAngle=0
PitchSpeed=1.1
HoverAttack=yes
ThreatPosed=20
VoiceAttack=IntruderAttackCommand
VoiceSelect=IntruderSelect
CanRetaliate=yes
ElitePrimary=MaverickE
JumpJetAccel=14
JumpjetClimb=20
JumpjetCrash=25
JumpjetSpeed=30
MoveToShroud=yes
MovementZone=Fly
Prerequisite=RADAR
CrashingSound=IntruderDie
JumpjetHeight=500
VoiceCrashing=IntruderVoiceDie
EliteAbilities=STRONGER,FIREPOWER,ROF
JumpjetWobbles=1.15
RadarInvisible=no
ForbiddenHouses=Alliance
ImpactLandSound=GenAircraftCrash
JumpJetTurnRate=7
CanPassiveAquire=yes
ImmuneToPsionics=yes
JumpjetDeviation=1
JumpjetNoWobbles=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
PreventAttackMove=yes
ConsideredAircraft=yes
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Thu Nov 19, 2020 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

TS engine does not support hovering like real aircrafts, like in Generals.

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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Thu Nov 19, 2020 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it is hovering, I just want it to target units that come near it, as a Kirov would.

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