In RA2, the only option would be turning the rotors into a turret and adding TurretSpins=yes, which still looks weird. In YR, you could abuse the Siege Chopper logic. QUICK_EDIT
Yes, if you set it to deploy into a non-existing unit, the rotors will never stop spinning and it will never actually deploy. Landable isn't necessary in this case, as it is for AircraftTypes only anyway. QUICK_EDIT
Yes, if you set it to deploy into a non-existing unit, the rotors will never stop spinning and it will never actually deploy. Landable isn't necessary in this case, as it is for AircraftTypes only anyway.
doesn't work. tried add DeploysInto=xxxx. It just deploy into structure.
why it have to deploy anyway? = =" QUICK_EDIT
Yes, if you set it to deploy into a non-existing unit, the rotors will never stop spinning and it will never actually deploy. Landable isn't necessary in this case, as it is for AircraftTypes only anyway.
doesn't work. tried add DeploysInto=xxxx. It just deploy into structure.
why it have to deploy anyway? = ="
It has to deploy because there is no flag like KeepRotorsSpinningAllTheTime=yes, and if you want such an effect, you have to find a workaround. In this case, a workaround consists of fudging with the deploy settings. Btw, I definitely got that exact effect to work, so the only thing I can think of is, get rid of DeploysInto altogether and leave DeployToLand=yes set. QUICK_EDIT
All credit goes to Beowolf/aka Fenring
Like many modders, I use the Hind in mods. That's great and all but when it stops moving, the rotors stop spinning. That's okay if it's a transport but if it's an attack heli, it looks weird in midair with still rotors.
If you add these tags to your helicopter:
IsSimpleDeployer=no
UnloadingClass=dummy
DeployFire=no
DeployToLand=yes
the rotors will continue to spin even when it's not moving.
Please note, you need all four tags even though 2 are set to no.
This requires Yuri's Revenge as the [YR] tag states. You do not have the DeployToLand tag in standard Red Alert 2. QUICK_EDIT
Thanks BuddaBoy! Your code works!
But i've got another ploblem.
It don't attack enemy with Hellfire if they doesn't in front of it. It happen before I can solve landing ploblem.
OmniFire doesn't work here. It work only for SharkGun. QUICK_EDIT
For the that you will need to look at the FLH for that weapon, also you might want to look at your warheads, just to make sure it will fire at what you want it to.
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