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Spinning Helicopter Rotors in TS
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Cycorix
Civilian


Joined: 27 Dec 2021

PostPosted: Tue Jan 25, 2022 4:44 pm    Post subject:  Spinning Helicopter Rotors in TS Reply with quote  Mark this post and the followings unread

They're impossible.  Right? Very Happy  Everyone knows that! #Tongue






Okayyyy, so there are still a few issues and glitches to work out. They currently use vehicle behavior to achieve that, so they're not very helicopter-y.

But maybe, just maybe, it's a start.  Laughing

It uses voxel frames, the same way you get "spinning" wheels on certain vehicles. But Type Aircraft doesn't seem to support multi-frame voxels currently?

Maybe someone has ideas to help take this further and finally get fully working helo rotors  Very Happy

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NCoder
Soldier


Joined: 22 Mar 2015

PostPosted: Mon Jan 31, 2022 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think rotors were ever a problem on VehicleTypes. The problem is that you can't get them on AircraftTypes (and neither can you use SHP for AircraftTypes), and flying VehicleTypes have a lot of their own problems, which makes them unsuited for aircraft.

I'd suggest you use the JJ locomotor instead of the Flying locomotor. It's not flawless either (the units become immune while airborne), but it solves the shadow problem, iirc.

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Cycorix
Civilian


Joined: 27 Dec 2021

PostPosted: Sat Feb 05, 2022 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

NCoder wrote:
I don't think rotors were ever a problem on VehicleTypes. The problem is that you can't get them on AircraftTypes (and neither can you use SHP for AircraftTypes), and flying VehicleTypes have a lot of their own problems, which makes them unsuited for aircraft.

I'd suggest you use the JJ locomotor instead of the Flying locomotor. It's not flawless either (the units become immune while airborne), but it solves the shadow problem, iirc.



Yeah. It's the aircrafttype thing that's the final issue to solve. But that's in the hardcoding, and not something I'm able to look into much right now Laughing  I have a good static image that I use for a harpy with spinning rotors that actually looks decent.    


Flying vehicle types do kinda work for some applications. There's a tag for IsVehicleTransport that only works on TypeVehicle (it's not currently in the client, I had to recompile mine to include it). However it means you can have a player-controlled, TypeVehicle dropship, that flies, and carries vehicles!   Very Happy

(edit: I solved the warfactory glitch on the dropships by making them unbuildable, and having the player call them in with a built flare, which the dropship then lands next to)

It was only because of me doing that that I started messing around with the same kinda stuff on the apache/harpy aha. All a very small part of a little project I'm working on currently, so I can't really spend much time looking into this further atm Smile

thanks for the advice though!  Very Happy

Last edited by Cycorix on Sat Feb 05, 2022 2:53 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 05, 2022 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

NCoder wrote:
I'd suggest you use the JJ locomotor instead of the Flying locomotor. It's not flawless either (the units become immune while airborne), but it solves the shadow problem, iirc.


Not entirely immune. Jumpjet VehicleTypes can be harmed by railguns (and possibly other AmbientDamage-dealing weapons, I can't remember for sure).

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sukhoi37th
Vehicle Driver


Joined: 26 May 2019
Location: Russian Federation

PostPosted: Wed Feb 09, 2022 8:15 pm    Post subject: Re: Spinning Helicopter Rotors in TS Reply with quote  Mark this post and the followings unread

Cycorix wrote:
They're impossible.  Right? Very Happy  Everyone knows that! #Tongue






Okayyyy, so there are still a few issues and glitches to work out. They currently use vehicle behavior to achieve that, so they're not very helicopter-y.

But maybe, just maybe, it's a start.  Laughing

It uses voxel frames, the same way you get "spinning" wheels on certain vehicles. But Type Aircraft doesn't seem to support multi-frame voxels currently?

Maybe someone has ideas to help take this further and finally get fully working helo rotors  Very Happy


Interestingly enough, aircraft animation logic was implemented in Yuri's Revenge (which is rather late for the whole TS's engine iteration), and is used only for the Soviet Spy Plane.
So, if it were possible to bring over the compiled bits from YR's exe over to TS's exe, that would make things work in this aspect.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Feb 09, 2022 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Animated aircraft work in the original RA2 too BTW, just wasn't until YR that they added a unit that used it tho.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Feb 10, 2022 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nighthawk in Ra2. If you mean animated chopper flying constantly in air, then yes, Siege Chopper addition in YR

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Feb 10, 2022 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Nighthawk & Siege Chopper are jumpjet units & not aircraft.

The way he got the animations to work in TS was by using jumpjets instead of true aircraft too.

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