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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Helicarrier from Air to Water [Ares]
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Mr.Hymn
Medic


Joined: 01 May 2020

PostPosted: Mon May 18, 2020 7:47 am    Post subject:  Helicarrier from Air to Water [Ares] Reply with quote

I am trying to make Simpledeployer. As the Ares document said unit will be movable.  When I am using it. I can't deploy on water but on land and still unmovable. Am I doing something wrong here?

Via IsSimpleDeployer
Unit can simple-deploy into another type. Unlike in the original game the unit will be movable after deploying, opposed to being locked in place like the original Siege Chopper.

DeployingAnim is optional. If not present, units will convert types immediately, without turning their facing to DeployDir. See DeployDir.

Ares extends IsSimpleDeployer logic to allow deploying units not on the ground. Also, DeployToLand has been extended to also work on units using the Hover locomotor. If yes, units will land, also respecting DeployDir.

Because this conversion always happens with the unit being present on the map and guaranteed to be standing still, settings like Locomotor and Size can be changed within reasonable limits.

[TechnoType]?Convert.Deploy= (TechnoType)
The type a IsSimpleDeployer=yes unit deploys into. This converts the type after deploying completed, and after the optional DeployingAnim has finished playing. Defaults to none.


Code:

; Aircraft Carrier
[HELICARRIER]
UIName=Name:CARRIER
Name=Aircraft Carrier
Primary=HornetLauncher
CanPassiveAquire=yes ; Won't try to pick up own targets
Spawns=HORNET
SpawnsNumber=10
SpawnRegenRate=600
SpawnReloadRate=150
FireAngle=32
ToProtect=yes
Strength=3000
Category=AirPower
Naval=yes ;GS
JumpJet=yes
Armor=heavy
TechLevel=1 ;7
Sight=7
Speed=5
PitchSpeed=1.1
JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=6 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=2
JumpjetHeight=750
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=1 ;1400
Soylent=1400
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AircraftCarrierSelect
VoiceMove=AircraftCarrierMove
VoiceAttack=AircraftCarrierAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=ACCMoveStart
CrashingSound=SeigeChopperDie
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=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
SpeedType=Hover
MoveSound=ACCMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
PreventAttackMove=no
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
Convert.Deploy=HELICARRIER2
DeployingAnim=none
DeployToLand=yes
Turret=no
IsSelectableCombatant=yes ; TR


; Deployed Carrier
[HELICARRIER2]
UIName=Name:CARRIER
Name=Aircraft Carrier
Primary=HornetLauncher
CanPassiveAquire=yes ; Won't try to pick up own targets
Spawns=HORNET
SpawnsNumber=10
SpawnRegenRate=600
SpawnReloadRate=150
FireAngle=32
ToProtect=yes
Category=Support
Strength=3000
Naval=yes ;GS
Armor=heavy
TechLevel=1 ;7
Sight=7
Speed=4
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=1 ;2000
Soylent=2000
Turret=no
Points=55
ROT=1
Crusher=no; yes
Weight=5
Crewed=no
;Convert.Land=HELICARRIER
IsSimpleDeployer=yes
Convert.Deploy=HELICARRIER
DeployingAnim=none
DeployToLand=yes
;OmniFire=yes ;GEF moved to weapon
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AircraftCarrierSelect
VoiceMove=AircraftCarrierMove
VoiceAttack=AircraftCarrierAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=ACCMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
;BuildLimit=1
Size=50

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 18, 2020 11:07 am    Post subject: Reply with quote

AFAIK you can't deploy a unit on water only in air or on land. The water version is probably unmovable because it's a naval unit stuck on the land.
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