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Code for choppaz
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RLY_BiG_Tank
Missile Trooper


Joined: 10 Jun 2006
Location: Really Secret Laboratory

PostPosted: Fri Jul 07, 2006 4:05 pm    Post subject:  Code for choppaz Reply with quote  Mark this post and the followings unread

Can someone write codes for attack helicopter, that never lands like soviet siege chopper in YR...

Note - for RA2, not YR.

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Fri Jul 07, 2006 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

[SHAD]
UIName=Name:SHAD
Name=BlackHawk Transport
;Prerequisite=GAHPAD
Prerequisite=GAWEAP
Primary=BlackHawkCannon
Strength=175
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes; turn this to no
PipScale=Passengers
Passengers=5
Speed=14
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=British,French,Germans,Americans,Alliance
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
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
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Jul 07, 2006 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just look at the Kirov. It uses exactly the same logic.

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RLY_BiG_Tank
Missile Trooper


Joined: 10 Jun 2006
Location: Really Secret Laboratory

PostPosted: Fri Jul 07, 2006 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

"BalloonHover=yes " - when chopper stops in the air, rotors stops...
Landable=no - causes no effect...

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Jul 07, 2006 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need both ballook hover=yes and Landable=no. The rotors stop because they are hva animation. The fix is to make the rotors into the units turret and give it TurretSpins=yes, this is how the flying disk works.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jul 08, 2006 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

To UX2 you do need to copy entire columns of code to help I think Landable=no is fire

The turret spins will work but

1) its spins anti-clockwise or something
2) takes time (haven't seen too many turret helicopters to be honest)
3) the firing effect may look odd.

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avpx
Cyborg Engineer


Joined: 30 Jun 2006

PostPosted: Sat Jul 08, 2006 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gave me an idea, landable heli, ut only when deployed. Possible?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jul 08, 2006 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not in RA2, only YR.

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