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Can flying units be targeted as if they're on the ground?
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MCV
Medic


Joined: 11 Jan 2007

PostPosted: Fri Dec 02, 2022 4:11 am    Post subject:  Can flying units be targeted as if they're on the ground?
Subject description: Treating a specific flying JumpJet as if it's always on the ground.
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Playing around with rulesmd.ini for the first time in nearly a decade, I made the Grizzly fly around like the Nighthawk helicopter. With JumpjetHeight=20, it moved almost like a hovering unit[1], except that it could fly over walls and buildings and other obstacles like a standard jumpjet unit.

However, while "hovering", it's not actually a ground unit and isn't targeted as one. This is expected behaviour.

Nonetheless, I'd like a hovering tank that is targeted as a ground unit, but can also fly over obstacles like walls and buildings. Is there any way I can do this?

I considered slapping AA=true on all units that should be able to target ground units, but this would make them fire on all aircraft within range, which is undesired. I could give non-jumpjet-tank aircraft a special armour type that can't only be targeted by weapons that should be "real" anti-aircraft weapons, but this would prevent tanks from firing on landed jumpjet units like the Nighthawk or docking Harriers.

Is there some magic .ini trick, with or without Ares, that can let me have my jumpjet-tank (and only my jumpjet tank) always be fired on as if it's on the ground even when it's flying?

The only thing I've thought of so far is giving the jumpjet-tank a special armour type and giving every anti-ground only units (i.e. other tanks, GIs, Conscripts, Sentry Guns, etc.) a special secondary weapon that is AA but can only target an armour type exclusive to the jumpjet-tank. However, this would be a pretty restrictive design consideration, since it would leave most units with their Primary and Secondary slots filled, making everything from overpowerable Tesla Coils to deploying GIs to Osprey-launching Destroyers impossible to keep as-is.

[1] Though it seems like the game actually doesn't allow a JumpjetHeight that low, and it's capped at some higher number: the voxel appears to be at the same in-game height for =20 and =120.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 02, 2022 7:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if it will work but have you tried giving a hover unit MovementZone=Fly & SpeedType=Winged, that should allow a ground unit to move anywhere like an aircraft.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 02, 2022 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Using a unique armor for aircraft is nothing new, there are honestly enough armor types to segregate every type of unit, even consider that the two special armors for V3 and drones could safely be substituted by normal aircraft and tank armor types you have selected. You're going to have to content with some strange targeting, like for example a unit that can fire at aircraft without being specifically AA only, will fire at them on the airbase as well, which might seem at odds with the meta.

Hover heights below 200 (iirc) are treated as ground units, above that they are considered to be jumpjet/flying. Homing projectiles will still be able to hit them, but arcing might not. There's considerations to all these choices, you'll need to test and test and test to see what works for you.

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MCV
Medic


Joined: 11 Jan 2007

PostPosted: Fri Dec 02, 2022 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Not sure if it will work but have you tried giving a hover unit MovementZone=Fly & SpeedType=Winged, that should allow a ground unit to move anywhere like an aircraft.


Tried this just now. It just behaves like a hovering unit, sadly.

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