And its defined as a AircraftType? Interesting, so your telling me you got a movement animation on a AircraftType, show me exactly what you changed... QUICK_EDIT
this is how I got it coded, and it is the only thing produced out of the GADROP. It is also listed as a vehicle type not aircraft. But the gadrop does produce it without getting stuck as well as repair and reload.
Code:
[HUEY]
Name=Heuy
Prerequisite=GADROP
Primary=HoverMissile
Secondary=HarpyClaw
Strength=225
Category=AirPower
Armor=light
TechLevel=5
Sight=2
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
PipScale=Ammo
ManualReload=yes
Speed=14
Owner=GDI
Cost=1000
Points=20
Dock=GADROP
FlightLevel=1600
ROT=5
Ammo=12
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
SpeedType=Amphibious
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
[GADROP]
Name=Dropship Bay
Prerequisite=FACTORY
Strength=1100
Armor=wood
TechLevel=7
Adjacent=2
Sight=5
UnitRepair=yes
UnitReload=yes
Factory=UnitType
Owner=GDI ; removed from Nod side
Cost=1200
Points=80
Power=-30
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=yes
HasStupidGuardMode=false
_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
@CCHyper, exactly, it's a vehicle type using the fly loco. But a heli with working rotors and able to attack, land, get repaired, and reloaded. Which most people told me wasnt possible.
@Crimsonum, well I couldnt figure out the shadow problem, but then I guess I'd rather see turning rotors than worry about a shadow. You could probably use ShadowIndex= to give off the shadow of the rotors instead. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Yes it sucks not being an aircraft and would be nice to have aircraft with those abilities. Any HyperPatch plans for it
But this will work for now. The only problem that I see is the rotors dont start spinning until it reaches it's flightlevel. But like I said good enough for now. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
But this will work for now. The only problem that I see is the rotors dont start spinning until it reaches it's flightlevel. But like I said good enough for now.
no it's not, because it's invulnerable to everything but railguns and firestorm defense.
This workaround is known already for years and since the negative aspects are much bigger than the positives, it still hasn't been used by any bigger mod project.
Rotors=[bool] and CustomRotor=[bool] are both keys that only belong to an AircraftType image data in the ART.INI.
Both of these are loaded and stored from the ART.INI, but nothing is done with these values in the game at all.
These are left over from when they was building upon RA95 (RA95 -> TS) to make the game less hardcoded. What these keys did was simple, if Rotors= was true, then the game would use basic rotor drawing on this AircraftType using LROTOR shape file, but if CustomRotor= set to true too, the game would use both LROTOR and RROTOR shape files, like the Chinook. QUICK_EDIT
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