Posted: Tue May 17, 2022 2:55 pm Post subject:
Flying Disk as Paradrop plane
Hello!
I am trying to make a Flying Disk as Paradrop plane.
However it seems to be flipped over vertically (upside down).
This is the code I use in the rulesMD.ini
Code:
[CARGODISK]
Image=DISK
UIName=Name:DISK
Name=Floating Disk
Strength=600
Category=AirPower
Armor=light
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Turret=yes
TurretSpins=yes;gs unit is one big turret so it can use existing permaspin
LeadershipRating=10
;Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=100;gs super fast turn, ie turn on spot
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
BalloonHover=yes ; ie never land
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
SpeedType=Hover
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
;MoveSound=PDPlaneMoveLoop
;DieSound=
;CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
CrashingSound=FloatingDiscDie
MoveSound=FloatingDiscMoveLoop
DamageSmokeOffset=100, 100, 275
Weight=3.5
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
JumpjetSpeed=16 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=8 ;
JumpjetCrash=15 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=100;gs superfast turn on spot, from 2
JumpjetHeight=750
JumpjetWobbles=.1 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
JumpjetDeviation=15
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
TiltCrashJumpjet=yes; can handle tilting while falling without freaking out
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage. This gives control
SelfHealing=yes
This is the code I use in the artMD.ini
Code:
[DISK] ; Yuri Flying Disk
Cameo=DISKICON
AltCameo=DISKUICO
Voxel=yes
TurretOffset=0
PrimaryFireFLH=0,0,75
AFAIK AircraftTypes don't suport turrets (why it seems to be upside down, but actually misses the spinning turret) and jumpjet logic. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I removed the jumpjet settings and set the Locomotor as normal planes but still the voxel is flipped...
I guess the issue is the with the voxel. QUICK_EDIT
I removed the jumpjet settings and set the Locomotor as normal planes but still the voxel is flipped...
I guess the issue is the with the voxel.
As stated above, AircraftType does not support turret, so Game doesn't read the disk's turret, which is what you think is the "disk" itself. The body only contains a bottom, which is what game shows you and you think is "flipped". WW used a special logic "TurretSpins=yes" to make it looks as if the whole unit is spinning. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu Jun 30, 2022 2:37 pm Post subject:
Lin Kuei Ominae wrote:
AFAIK AircraftTypes don't suport turrets (why it seems to be upside down, but actually misses the spinning turret) and jumpjet logic.
This goes beyond the scope of the question, but, yes, AircraftTypes can have JJ locomotor relatively issue-free, in both TS and RA2. It does result in strange behaviour (in TS, such units become immune to direct damage while in air), but it's possible. _________________
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