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Chopper and Orca like unit in RA2
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Wed Oct 09, 2013 6:33 pm    Post subject:  Chopper and Orca like unit in RA2 Reply with quote  Mark this post and the followings unread

I've been trying to create attack choppers and a chopper that behaves like the Orca in tiberian sun but had to find out that its much easier said than done and comes with a major problem.

Because of the choppers being jumpjet they like to glitch into each other, they still do this in tiberium wars btw ya know 30 venom at 1 spot. Theproblem is when 2 of them die at the same time while clipping into each otehr the crashing chopper can not die because it blocks the crashing path. It will then proceed attack everything in guard range.

The other problem is the weapon. because its a jumpjet voxel the unit turns around instead of facing the target resulting in it not firing and sometimes landing instead of attacking. On top of that omni fire makes it fire much slower while moving than when standing still.

I didn't think that creating something as simple as a Hind would be such a hideous task but apparently westwood are the crappiest devs right after Eugen systems.

I am trying to figure out how to make the unit work like the orca, seems to be the best bet. http://modenc.renegadeprojects.com/Aircraft_and_Weapons

Is it a typo or how come there's no way to create outcome 3 and 4 but 2 3 times. I'll try out someday and post how it goes.

I'll probably have to remake the existing choppers as an airfraft type seeing how they too can get indestructible. I read that a battlefortress driving over it or a nuke can solve it.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 09, 2013 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

That ModEnc page is incomplete. The TS ways of carpet bombing and all that flying behaviours will work if one checks out the TS codes afterall.

What makes you feeling that your Hind will not work? Hind means a lot. If you mean carryall logic, say that. Carryall logic needs aircrafts afterall.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Wed Oct 09, 2013 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

will check it out tomorrow. thx for the replies. so an aircraft type without fighter=yes and the ts orca locomotor and weapon with the same ROF as in ts. Meant hind as in the one westwood created + being a gunship that can fire forward.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 09, 2013 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

WW's Hind si broken as hell, it's a mixture of jumpjet and a carryall, totally broken.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Wed Oct 09, 2013 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
WW's Hind si broken as hell, it's a mixture of jumpjet and a carryall, totally broken.

Yeh confirmed, enabling the hind or basing anything on it is almost pointless the only point of that is for the lol's of the 100's bugs it has
Even if you get it to pick up a tank then you can't load any infantry in and vice versa, additionally the only locomotor that makes it able to pick up tanks makes the hind get stuck in the war factory in skirmish, also has a bug that can make it land on water and drop and load its cargo on the water without making it sink

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Oct 09, 2013 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The first problem should be fixed in Ares AFAIK, but can also be fixed by making the unit Crashable=no. Then it will simply explode in the air.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 10, 2013 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Problem with the WW Hind was they couldn't make up their mind if it should be a Jumpjet or a True Aircraft.

If you want it to pick up vehicles ala Carryall make it a true Aircraft. Do all the adjustments, give it a dedicated Helipad. (F.E. Copy the code of the Helicopters + Helipad from ICFRA Mod?) IIRC he was able to make the Helicopters behave like they did in RA1.

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Thu Oct 10, 2013 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

personally not interested into carryall but good to know. all its supposed to do is transport infantry and fire its weapon forward and move in a not retarded way. with unlimited ammo it wouldn't need a helipad.

Crashable=no
will go into the stats of all my helis then. maybe as an aircraft it would crash in a random arc that would prevent the problem with becoming immortal.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Oct 10, 2013 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crashable=no needs Ares to work. In YR it only works on jumpjet.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Oct 11, 2013 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know where the idea about the ROF having any influence on this originated, or why it's so persistent. Weapon ROF has absolutely NO bearing on determining the aircraft's firing pattern - what matters is the ROT of the projectile. If it's 0 or 1, you'll end up with a bomber - ROT=0 is the Orca Bomber pattern, 1 is the Banshee. Anything ROT=2 or greater will cause it to use "stand-off" firing, i.e. helicopter/orca/hind. However, RA2 has special tags (Fighter=yes, mostly), which overwrite this and cause the Harrier pattern instead. If you want an Orca or Hind, simply omitt Fighter=yes and give it a weapon with a projectile that has ROT=2 or greater.

Inviso=yes/image=none projectiles will always count as being ROT=2 or above, btw.
Also of note: What determines the firing behaviour of an aircraft is actually the Primary, irrespective of which weapon actually gets fired. So with some clever editing, you can create interesting combinations here, such as an Arcing projectile being fired by a stand-off heli, etc.

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