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Orca Transports and Dropships :?
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damian100
Vehicle Driver


Joined: 26 Feb 2010

PostPosted: Tue Mar 16, 2010 2:27 am    Post subject:  Orca Transports and Dropships :? Reply with quote  Mark this post and the followings unread

I just made the Orca Transports and Dropships buyable in the TS...

everythig looks great in gameplay until I try to land them on the ground Confused , they start to freak out, like they were shaking the air or something...

Is there a way to fix this?

PD: I try to google this but I didn´t find anything u.u, only one thing but it doesn´t fix anything the transports keep freacking out Laughing it´s funny but I would like them to work nice for the mod I´m making Very Happy

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Chordeiles
Vehicle Drone


Joined: 05 Aug 2009

PostPosted: Tue Mar 16, 2010 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Nah, not many people know how to fix it, short of creating new locomotors for them.

Some people here have found quick-fixes and roundabout ways, though they're somewhat buggy if done incorrectly. Search around the site a bit and you'll find a few ways. Smile

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damian100
Vehicle Driver


Joined: 26 Feb 2010

PostPosted: Tue Mar 16, 2010 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Has someone do it? It would be a good help for me #Tongue... note I really don´t care about paratroops I don´t like them, I just want the air transports to land without any problem Smile

And it´s surprising that this didn´t show up at google :/

should I look for downloading the locomotors?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 16, 2010 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

It's a problem ever since the old patch 1.13 for TS where it was done by WW to avoid aircraft being able to land on water and outside the map.

There are currently only 3 known workarounds:
-give the aircraft the key Carryall=yes (the passenger infantry will then be dropped one by one and it can also carry one vehicle)
-use a flying vehicletype (though this is immune against all anti-air weapons except railguns and firestorm defense)
-give the airtransport a dummy weapon (this will make the airtransport able to parachute the passengers out if force-fired on ground; it will still go crazy when loaded and ordered to land, but you can empty it via parachuting the passengers out and once it's empty again it can land fine again)

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Mar 16, 2010 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately no downloadable locomotors exist for this purpose.
Currently there is really now flawless way to get this working at all, but right now the best way to get it to work is by giving the air transport Carryall=yes. The side-effect of this is however that whenever it lands, it'll drop all infantry off 1 by 1 and it' ll take off and land again in between dropping off every single infantry.
If you make the dropship buildable however, it's of course impossible for vehicles to enter the dropship like in the singleplayer missions.

Edit: Seems LKO beat me to it.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Mar 16, 2010 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

This does not require a new locomotor, but rather a fix of the orignal.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Mar 16, 2010 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do provide #Tongue

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Tue Mar 16, 2010 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
There are currently only 3 known workarounds:
-give the aircraft the key Carryall=yes (the passenger infantry will then be dropped one by one and it can also carry one vehicle)
-use a flying vehicletype (though this is immune against all anti-air weapons except railguns and firestorm defense)
-give the airtransport a dummy weapon (this will make the airtransport able to parachute the passengers out if force-fired on ground; it will still go crazy when loaded and ordered to land, but you can empty it via parachuting the passengers out and once it's empty again it can land fine again)


Lies.

-Find a previous TS version and use that. #Tongue

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Mar 16, 2010 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd almost consider that... If it wasn't for the fact you won't be able to play online with your mod after doing that.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 16, 2010 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

and you don't have any of the cool new keys which came with the Firestorm expansion as well as several of the fixed bugs of the later patches.

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damian100
Vehicle Driver


Joined: 26 Feb 2010

PostPosted: Tue Mar 16, 2010 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

what is that of a flying vehicle type? will the orca been flying all the time?

sorry but I don´t get this thing so well #Tongue


And another thing...

What is the problem of the patched versions?
I mean were is located is the voxel or hva?
It´s something in the rules or what?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 16, 2010 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

read the newbie guide in modding
A flying vehicle is an aircraft listed under the VehicleTypes list instead of the AircraftTypes list in rules.ini. (thus build by a warfactory instead of a helipad)

The patches changed the exe (the TS engine) and nothing that simple as a hva or vxl. If it would've been a simple change in a hva/vxl or ini we would have fixed this problem years ago. Wink

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damian100
Vehicle Driver


Joined: 26 Feb 2010

PostPosted: Tue Mar 16, 2010 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

would it fix the problem if I download the un-patched version of the game and replace the TS engine?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Mar 16, 2010 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

damian100 wrote:
would it fix the problem if I download the un-patched version of the game and replace the TS engine?

Yes but
you can't play online
Bittah Commander wrote:
I'd almost consider that... If it wasn't for the fact you won't be able to play online with your mod after doing that.

and
Lin Kuei Ominae wrote:
and you don't have any of the cool new keys which came with the Firestorm expansion as well as several of the fixed bugs of the later patches.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Mar 17, 2010 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't simply comparing the unpatched 1.00 and fully patched versions ultimately help solving the problem?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 17, 2010 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I've tried that already using a simple hex editor and comparing the bytes of both exes, but the CD-version of the exe is completely different. It seems to be compressed or only a wrapper for the game.icd file, in which you also can't find a single readable key.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Mar 17, 2010 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Not that simple, but possible. Its what i have been doing since last year >_>

LKO, check out my ftp with the GAME.ICD without SafeDisk -> TS108.EXE.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 17, 2010 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks. Smile I've found and downloaded the exe.
I'll soon check if i can find anything interesting, though i doubt that i'll be able to do so with only comparing bytes.

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armdn
Vehicle Drone


Joined: 31 Aug 2010

PostPosted: Tue Jan 25, 2011 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

So?? Any progress??

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 25, 2011 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

In my head yea, in logic, very little.

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armdn
Vehicle Drone


Joined: 31 Aug 2010

PostPosted: Wed Jan 26, 2011 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I think, im going to disassembling this... all.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 26, 2011 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go for it, ill give you heads up, FlyLocomotionClass* is where the problem lies.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 26, 2011 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

But only given that he has made a complete Database for the disassembled exe providing strings like FlyLocomotionClass. Else he would just see some hex numbers. #Tongue

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 26, 2011 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

By searching for the class string (Something good WW did when compiling, they compiled everything in the source, be it referenced or not) FlyLocomotionClass, you can trace it back to the vftable, what will reference the string just above the first entry.

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