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Vehicle Dropships
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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Sep 16, 2008 12:50 pm    Post subject:  Vehicle Dropships Reply with quote  Mark this post and the followings unread

You're probably sick of hearing about it but is there no way to get a vehicle into a dropship? Tried a few things, e.g. PhysicalSize=1, Pip=, Carryall=yes, IsDropship=yes, but alas, nothing (yes, I have read through everything I could find on the forum). Anyone know?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 16, 2008 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can do this only with map triggers.

The rules.ini codes don't give this logic in any way.

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Tue Sep 16, 2008 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

If there is no way anyone can code this in TS, why don't we put it in a "This is impossible to do in TS, if you want it go bugger Hyper... Very Happy-list"

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Somebody Else
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Joined: 05 Mar 2008

PostPosted: Tue Sep 16, 2008 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not indeed! Very Happy I dare you to make a thread #Tongue

About using map triggers... Is there any way to make the user able to target the drop location? Maybe getting the drop location to follow a mobile target? Upon deploying it causes a dropship to appear and drop units at its current location?

This is giving me a headache Sad

Also, would like to know, with regards to paradrops; is it possible to turn the default cursor for when a specific unit is selected into the force attack cursor? So if you try to make it move somewhere, it will attack the cell you click instead?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 16, 2008 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

concerning dropships
If you make them controllable by the player (Selectable=yes) you can indeed move them there where you want them. If they are already filled with units (via map triggers,e.g. as reinforcements) you can also unload the dropship where you want.
You just simply can't reload the units back into the dropship.

concerning paradrops
afaik no. they always search for the nearest free cell.

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Somebody Else
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Joined: 05 Mar 2008

PostPosted: Tue Sep 16, 2008 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hrmm, interesting. So I know now how to do that Smile BUT... how do you control where the dropship arrives on the map? You can make the dropship appear and be selectable, but you can't choose where it appears. This is rather important since I mean to use it in multiplayer as well as SP.

Script: When[event], create taskforce: DSHP + units, move taskforce to ?? (maybe a building, a beacon, anything placeable by the player), then when DSHP is deployed fly away again.

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Julius Clonkus
Vehicle Drone


Joined: 01 Jul 2008

PostPosted: Tue Sep 16, 2008 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Somebody Else wrote:
Hrmm, interesting. So I know now how to do that Smile BUT... how do you control where the dropship arrives on the map? You can make the dropship appear and be selectable, but you can't choose where it appears. This is rather important since I mean to use it in multiplayer as well as SP.

Script: When[event], create taskforce: DSHP + units, move taskforce to ?? (maybe a building, a beacon, anything placeable by the player), then when DSHP is deployed fly away again.


Afaik, there's no way to make triggers like this on multiplayer maps. But locating an object on the map should be possible though, if it is not placed multiple times...

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Sep 16, 2008 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
if you want it go bugger Hyper

I really don't think he'll appreciate that, seeing as he's not gay Laughing
look up "bugger" in a dictionary or online Wink

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Somebody Else
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Joined: 05 Mar 2008

PostPosted: Tue Sep 16, 2008 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Julius Clonkus wrote:
But locating an object on the map should be possible though


Any idea how? Looked through FS but couldnt see anything like this.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 16, 2008 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

gdi4a.map has the answer
there several dropships arrive, give the player units and they always enter the map from the same point/direction.

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Tue Sep 16, 2008 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt A1br3cht wrote:
Quote:
if you want it go bugger Hyper

I really don't think he'll appreciate that, seeing as he's not gay Laughing
look up "bugger" in a dictionary or online Wink


The idea was it would make him code faster... :/

EDIT: I knew it was some kind of gay insinuation, but not really that... deep in the subject... >_<

Last edited by Ixonoclast on Wed Sep 17, 2008 12:25 am; edited 1 time in total

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Wed Sep 17, 2008 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry LKO, I think you're misinterpreting me, what I want is for a dropship to be called to a point that is definable during gameplay, ie having the user specifically being able to point out the landing location for the dropship.

You mean bug Hyper, right? #Tongue If not then Hyper has some strange motivation techniques...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Wed Sep 17, 2008 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

sure. Just select the flying dropship and command it to fly to a different location. Then click again on it to unload the units. But this is only possible if you give the DSHP Selectable=yes or else you can't control it.
Then also make sure the dropship reinforcement trigger doesn't has the unload command and just let the dropship fly e.g. to the player conyard and land there. This way the player is free to command it to a different location and finally unload it where he wants

Though as a Superweapon which brings new units via Dropship is not possible.

But you can give the player the dropship bay and check via triggers if it is build. Then if it is build let the dropship reinforcements arrive in a certain time interval and let them land on or next to the dropship bay.
When they are unloaded let the dropships leave the map. Maybe even prevent that a new dropship arrives before the last one left the map, so the player can't abuse them as infantrytransporter.

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Wed Sep 17, 2008 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well that works in singleplayer, but I don't know how it would work in multiplayer. I guess I may just have to resign myself to it not working in multi Sad Had some great ideas too.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Sep 17, 2008 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

If a topic appears, you all loose help from me, understand? #Tongue

Urm, it might be possible to do this, because all the trigger is, is a spawn at cell/waypoint, thus adding this to normal aircraft behavior might work.

And no, im not trying it, busy busy i am lol.

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