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More perfect air transport research for TS modders!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jun 30, 2007 2:47 pm    Post subject:  More perfect air transport research for TS modders!
Subject description: Fear the power of railguns!
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It's been more than 7 years since Tiberian Sun was released and the game was being modded since its release. However, after all this time, a formula for a perfect functional air transport that doesn't dance in the air, doesn't take off and land to drop each passenger or in invincible in the air is still a mystery, except if you use the very original Tiberian Sun 1.08 with Category=AirTransport. Even releases of Extended Tiberian Sun doesn't give us answers for this problem.

Some of the best approachs to make an air transport is either by adding the CarryAll=yes tag or making it be a VehicleType instead of aircraft and use the jumpjet locomotor. The line IsJumpjet=yes allows units with jumpjet locomotor to take damage in the air, however, it only works for infantry. Vehicles with jumpjet locomotor are invincible in the air. However, at this very recent research (registered members only), Team Black has found the Kryptonite that can actually do damage to these "invincible vehicles". Weapons with railguns can actually damage them. So, if you wanna have functional air transports using this method, you'll need to add railguns (even if it's invisible) to all your anti-air weapons. Can you imagine the lag? How would it be done and what would be its effects in the game?

Head to the research and share your ideas, help us with experiments and maybe we can have perfect air transports in the next generation of Tiberian Sun mods.

Last edited by Banshee on Wed Jul 25, 2018 10:11 pm; edited 2 times in total

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Jun 30, 2007 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the announcement, Banshee!
I hope that this'll come in handy for the few of us TS modders that are still around XD

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jun 30, 2007 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this should also be useful for Red Alert 2 modders as well. Place railgun on their anti-air weapons from aircraft... and would you have an air to air combat without Rock Patch?

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Chronojam <3
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PostPosted: Sun Jul 01, 2007 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it railguns themselves that are required or just all AmbientDamage weapons?

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Creagor
Cyborg Soldier


Joined: 05 Nov 2005
Location: Wales, UK

PostPosted: Sun Jul 01, 2007 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

That is still under research, though I have not checked the topic yet, so it may have been answered allready.

By the way, congratulaitions for finding this TB Wink

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Sun Jul 01, 2007 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

OOoo..

That's a nice find..

Congrats TB! Wink

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sun Jul 01, 2007 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

AmbientDamage doesn't affect it according to the topic, it actually needs to have Railgun-like properties for it to work.

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