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anti submarine heli (ra2)
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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Tue Nov 03, 2009 4:15 am    Post subject:  anti submarine heli (ra2) Reply with quote  Mark this post and the followings unread

I was wondering how I should set up the rules.ini for a helicopter that has a machine gun for infantry/small arms fire(flack trooper) and the ability to search and destroy submarines like the destroyer?

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Nov 03, 2009 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

-

Last edited by crevio on Thu Nov 26, 2009 8:31 am; edited 1 time in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Tue Nov 03, 2009 4:36 am    Post subject: Reply with quote  Mark this post and the followings unread

what do you mean? I don't understand?

example?

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Nov 03, 2009 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

-

Last edited by crevio on Thu Nov 26, 2009 8:32 am; edited 1 time in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Tue Nov 03, 2009 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Tue Nov 03, 2009 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

great, now after I build the unit it crashes and say's RA2 encountered an internal error and needs to close.

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Nov 03, 2009 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

post your codes so we can see what you got

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Nov 03, 2009 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

if it crashes when you click the unit, its the weapon. If it crashes when its done building and you move your screen to look at it, its the .HVA file... or you dont have .HVA file at all.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Nov 03, 2009 8:35 am    Post subject: error Reply with quote  Mark this post and the followings unread

I suggest try using the INI checker program to make sure everything is added in the rules as it should be

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 03, 2009 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK Sensor=yes doesn't work on aircraft/jumpjets, it shouldn't make it IE tho.

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Team SomeGuy
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PostPosted: Tue Nov 03, 2009 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sensor=yes is not actual code.

Sensors=yes is.

As is SensorsSight= X.

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Nov 03, 2009 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:33 am; edited 1 time in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Tue Nov 03, 2009 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

what should I really put under SHAD3in rules.ini (SHAD3 worked before the weapon got added)

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Last edited by thefordlover on Wed Nov 04, 2009 1:04 am; edited 1 time in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

could I use the Weapon of the ASW (destroyer plane) or do I need to create a new weapon, in other words would this work:

; Night Hawk
[SHAD3]
UIName=Name:SHAD
Name=BlackHawk Transport
;Prerequisite=GAHPAD
Prerequisite=FACTORY;(eric1---was allied only)
Primary=BlackHawkCannon
Secondary=ASWbomb
NavalTargeting=1
LandTargeting=2
Strength=175
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=8;(eric1---was5)
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=6;(eric1--was2)
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

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Last edited by thefordlover on Wed Nov 04, 2009 4:02 am; edited 1 time in total

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crevio
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Joined: 19 Apr 2009

PostPosted: Wed Nov 04, 2009 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:33 am; edited 1 time in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah I know but when I target water It just attacks with its machine gun and I want it to attack with the ASWBomb

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

oops I had It as another weapon now when I target water It targets with machine gun and when I target land It does just that and lands on the spot.

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OmegaBolt
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PostPosted: Wed Nov 04, 2009 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

NavalTargeting=1 should ensure the unit fires its secondary against underwater units e.g Subs (even when surfaced).

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

now it doesnt land but it uses the machine gun on both target's (note: I made sure that it wasn't both on primary or both on secondary weapons).

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Team SomeGuy
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PostPosted: Wed Nov 04, 2009 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Why is your LandTargeting value 1?

That means NOT OKAY.

Secondary note, Primary weapons even with an Underwater Secondary setting (e.g. NavalTargeting=2) will still target water with the Primary weapon. (Unless situations forbid the Primary from attacking ground at all) This means the terrain, not submarines.

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the Explanation I'll next time set up my tests on soviet/allied with modification submarines.

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thefordlover
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Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

now I can destroy submarine's (thank you skrimish type gameplay)

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

now how do I give it a sensor?

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Team SomeGuy
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PostPosted: Wed Nov 04, 2009 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Sensors=yes
SensorsSight= XX where XX is how far do you want to see cloaked/underwater units.

Unlike Sight= which is capped at 10 (otherwise nasty IEs about) SensorsSight works. You can have it at 20 30 or more and it works that far.

Just one word of warning with SensorsSight= it kinda has a bug where every so often if a unit with it gets killed on water it gives a permanent detection spot on the cell where the unit crashes/sinks.

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

so I would enter it in as:

Sensors=yes
SensorsSight=10

no, it still fires upon subs but doesn't detect submarines

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 04, 2009 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I just tried it out myself & jumpjets can only detect subs when they land, when they fly it doesn't work.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Nov 04, 2009 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting... maybe Ares can fix that. #Tongue

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Wed Nov 04, 2009 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a way I could make It think it wasn't a jump jet and still have the capabilities it already has.

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Mig Eater
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PostPosted: Wed Nov 04, 2009 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The simple answer would be no...

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crevio
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Joined: 19 Apr 2009

PostPosted: Wed Nov 04, 2009 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:34 am; edited 1 time in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Nov 04, 2009 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Interesting... maybe Ares can fix that. #Tongue
Not fix but make a new tag. IMO it makes sense and isnt a bug...

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crevio
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Joined: 19 Apr 2009

PostPosted: Wed Nov 04, 2009 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:34 am; edited 2 times in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Thu Nov 05, 2009 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Can I just copy that into rules.ini replacing the stuff that is under SHAD3?

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crevio
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PostPosted: Thu Nov 05, 2009 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:35 am; edited 1 time in total

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thefordlover
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Joined: 25 Oct 2009

PostPosted: Thu Nov 05, 2009 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the help, now when I build It in the sidebar It say's:

Missing:SHAD3

and when it builds It says red alert 2 has encountered an error and needs to close.

please help me!

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crevio
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PostPosted: Thu Nov 05, 2009 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:35 am; edited 1 time in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Thu Nov 05, 2009 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure what you mean by that, these are the rules/art.ini that I have in the ra2 directory, I do have a mod currently installed so this in the rules.ini for that.



art.ini
 Description:

Download
 Filename:  art.ini
 Filesize:  243.33 KB
 Downloaded:  74 Time(s)


rules.ini
 Description:

Download
 Filename:  rules.ini
 Filesize:  538.29 KB
 Downloaded:  83 Time(s)


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crevio
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Joined: 19 Apr 2009

PostPosted: Thu Nov 05, 2009 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:36 am; edited 1 time in total

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crevio
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PostPosted: Thu Nov 05, 2009 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:36 am; edited 1 time in total

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thefordlover
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Joined: 25 Oct 2009

PostPosted: Thu Nov 05, 2009 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

where can I get the xcc mixer?

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thefordlover
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Joined: 25 Oct 2009

PostPosted: Thu Nov 05, 2009 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

the rules.ini you posted doesn't have a working sensor? was it supposed to?

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crevio
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PostPosted: Thu Nov 05, 2009 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:37 am; edited 1 time in total

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Thu Nov 05, 2009 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

If it works for you why doesn't it wok for me, it this just because I haven't ran the xcc mixer?

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crevio
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PostPosted: Thu Nov 05, 2009 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:38 am; edited 1 time in total

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001010011100101110
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PostPosted: Thu Nov 05, 2009 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

crevio what is up with your uh... water...

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crevio
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Joined: 19 Apr 2009

PostPosted: Thu Nov 05, 2009 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

=

Last edited by crevio on Thu Nov 26, 2009 8:38 am; edited 1 time in total

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Thu Nov 05, 2009 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't work for me either, could be because you're using RA2 & we are using YR.

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0warfighter0
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PostPosted: Thu Nov 05, 2009 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

thefordlover wrote:
If it works for you why doesn't it wok for me, it this just because I haven't ran the xcc mixer?

No, XCC Mixer is a program wich you use to extract or add files in mix files. (mix files are compressed files where the game's data is stored in, like: units, buildings, rules.ini)

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thefordlover
Light Infantry


Joined: 25 Oct 2009

PostPosted: Fri Nov 06, 2009 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Doesn't work for me either, could be because you're using RA2 & we are using YR.


Yes, I think that might be it, because I'm running RA2 without the YR addon but I am running the nurples mod From RADEN, so I tested it with the original Rules/art.ini and it didn't work either.

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thefordlover
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Joined: 25 Oct 2009

PostPosted: Fri Nov 06, 2009 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

A brilliant Idea hit me recently, could I set it up so The destroyer is Larger and its helicopter (the osprey )look like the seahawk or could I create a structure that reveals submarines within a large area? Preferably the structure/unit with massive sensor range such as a naval shipyard with a radar dish instead of crane (or the standard naval shipyard)?

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