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[RA2]Striker & Chopper
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mims123
Vehicle Driver


Joined: 06 Jan 2013

PostPosted: Mon Jan 28, 2013 12:54 pm    Post subject:  [RA2]Striker & Chopper
Subject description: The author is Dennis
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The author is Dennis



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striker_005.gif



chopper_002.gif
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chopper_002.gif



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Dennis
Civilian


Joined: 27 Jan 2013

PostPosted: Mon Jan 28, 2013 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Avatar animation tinker up me a night time,
In addition,NP Deformation does not support mecha movement pattern,Otherwise it will IE,Please use the vehicle motion model.
suggest:
Speed=4
WalkRate=2
Accelerates=false

机甲动画调了我一晚上
另外要说下,NP的变形不支持机甲运动模式的变形,不然会IE的,使用战车的运动模式就可以了。
建议设置如下:
Speed=4
WalkRate=2
Accelerates=false

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Jan 28, 2013 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could someone rephrase his sentence? I honestly do not understand at all. #Tongue Definitely a good looking voxel though. Any ingame screenshot?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 29, 2013 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Animating the HVA took me all night.
Cannot use a different Locomotor? Use the same Locomotor as the Land-Based Version
....
...
...

Also i'm pretty sure WalkRate is for SHP VehicleTypes not for Voxels

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Dennis
Civilian


Joined: 27 Jan 2013

PostPosted: Tue Jan 29, 2013 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried.WalkRate seems to have effect on the HVA animation.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 29, 2013 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Dennis wrote:
I tried.WalkRate seems to have effect on the HVA animation.


Meh you learn something new everyday then.  Laughing

I have an Allied Schemed thing of this as well but i haven't had the time to animate it.

I'm just wondering how big this thing is though as it seems to be small.

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NewbieisGood
Soldier


Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Sun Jan 05, 2014 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Anyone can show the "rules(md).ini" for this voxel [STRIKER and CHOPPER] ?
I've been download the voxel...

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NewbieisGood
Soldier


Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Mon Jan 06, 2014 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I've added this unit on my RA2YR and it's work well...(but cannot be deployed like STRIKER-->CHOPPER or CHOPPER-->STRIKER)

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Jan 06, 2014 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

NewbieisGood wrote:
Well, I've added this unit on my RA2YR and it's work well...(but cannot be deployed like STRIKER-->CHOPPER or CHOPPER-->STRIKER)
vehicle to vehicle deploy only works with NPext

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 07, 2014 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

dodgevipergts wrote:
NewbieisGood wrote:
Well, I've added this unit on my RA2YR and it's work well...(but cannot be deployed like STRIKER-->CHOPPER or CHOPPER-->STRIKER)
vehicle to vehicle deploy only works with NPext


At least for now until Ares adds it back in. You'll have to settle with the Building Deploy Trick

Walker -> Chopper Building Dummy -> Chopper -> Walker Building Dummy -> Walker

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NewbieisGood
Soldier


Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Tue Jan 07, 2014 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

How can I do Building Deploy Trick ?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 07, 2014 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I just said it... Confused

Make the Walker undeploy into a Dummy Building A

Make that Dummy Building deploy into the Chopper

Make the Chopper deploy into Dummy Building B

Make Dummy Building B undeploy into Walker

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NewbieisGood
Soldier


Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Tue Jan 07, 2014 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Like Siege Chopper ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jan 07, 2014 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Like the MCV...

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NewbieisGood
Soldier


Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Tue Jan 07, 2014 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Is that so ? What should I write in "rulesmd.ini" ?
I write it like this:
; Striker-VX
[STRIKER]
UIName=Name:STRIKER
Name=Striker-VX
Image=STRIKER
Prerequisite=YAWEAP,RADAR
Category=AFV
Primary=VXAARocket
Strength=500
Armor=Heavy
;DeploysInto=CHOPPER
Turret=yes;no
TechLevel=9
Sight=7
Speed=4   ;   written by Dennis
WalkRate=2   ;   written by Dennis
Accelerates=false
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=850
Points=50
ROT=5
Crusher=no
SelfHealing=yes
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackAir
VoiceFeedback=
DieSound=GenVehicleDie
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive   mech->{55D141B8-DB94-11d1-AC98-006008055BB5}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
Weight=3
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=VXAARocketE

;Chopper-VX
[CHOPPER]
UIName=Name:CHOPPER
Name=Chooper-VX
Image=CHOPPER
Prerequisite=YAWEAP,RADAR
Primary=VXAGRocket
ElitePrimary=VXAGRocketE
Strength=500
Category=AirPower
JumpJet=yes
Armor=medium
TechLevel=7
Sight=7
Speed=10
PitchSpeed=1.1
JumpjetSpeed=30
JumpjetClimb=10
JumpjetCrash=40
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
Cost=850
Soylent=850
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackAir
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
SpeedType=Hover
MoveSound=SeigeChopperMoveLoop
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no
IsSimpleDeployer=yes
DeployFire=yes
Turret=yes
DeployToLand=yes
IsSelectableCombatant=yes

Last edited by NewbieisGood on Tue Jan 07, 2014 10:06 pm; edited 1 time in total

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jan 07, 2014 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
; Units

[WALKERVX]
...
...
...
DeploysInto=JACHOPPER


[CHOPPERVX]
...
...
...
DeploysInto=JAWALKER


; Buildings


[JAWALKER]
...
...
...
UndeploysInto=CHOPPERVX

[JACHOPPER]
...
...
...
UndeploysInto=WALKERVX


Was that too hard to understand?.... Confused

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NewbieisGood
Soldier


Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Tue Jan 07, 2014 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll try it...Does it need Ares or NPext ?

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Jan 07, 2014 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

NewbieisGood wrote:
I'll try it...Does it need Ares or NPext ?




Click Here and look for XCC Mixer. Then you go and open up RA2/YR Folder and open up RA2md with XCC Mixer then extract rules.ini and save it in RA2/YR Folder.

Then you just copy and add it into rules.ini.

Ares is a modded engine that expands the limitation of RA2/YR Engine. There are no code in this list that requires Ares.

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NewbieisGood
Soldier


Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Wed Jan 08, 2014 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Zero18...
@Atomic_Noodles: Does the JAWALKER and JACHOPPER must be written in "art(md).ini" ?

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