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Gunships produced at airfield/helipad instead of war factory
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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Tue Feb 07, 2023 2:06 pm    Post subject:  Gunships produced at airfield/helipad instead of war factory
Subject description: Is it possible?
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Is there a way to make attack helicopters (like siege choppers, comanches or any other) and zeppelins (Kirovs) to be produced on helipads and airfields instead of war factories? Like in later C&C games (Generals, C&C3, RA3).
And i need them to remain with same characteristics. No need to land or reload. Just produced as any other aircraft.
I am also thinking about separate building to produce gunshps. The helipad. It is not produces fighter planes (and they cannot land on helipad) or vehicles.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Feb 07, 2023 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aircraft & jumpjets are different unit types with separate build systems, it's not possible to combine the two & make a single building build both types. There are a few workarounds you could use tho...

You can make a copy of the war factory & make it able to only produce jumpjet units/helicopters with Ares.

You could expand on this & make the new jumpjet only factory an invincible 1x1 building that spawns next to the airfield when you build one. Jumpjet units would then come out next to the airfield when they are built. You would have to add a custom death weapon to the airfield that will also kill the 1x1 building when the airfield is destroyed.  

Lastly you can use custom delivery super weapons to "convert" dummy aircraft into jumpjet units. You would build the dummy unit & then once it appears on the airfield a super weapon will automatically fire killing the dummy unit & spawn a jumpjet unit next to the airfield. You would need to make a corresponding dummy unit & super weapon for each jumpjet unit. Using this method has its drawbacks tho, if the airfield is full with normal aircraft you wouldn't be able to build any jumpjet units.

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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Wed Feb 08, 2023 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Very good. I think i will make helipad, and it will be warfactory producing only helicopter units.
But otherwise i can try idea with dummy building for arifields.

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Mon Feb 20, 2023 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Aircraft & jumpjets are different unit types with separate build systems, it's not possible to combine the two & make a single building build both types. There are a few workarounds you could use tho...

You can make a copy of the war factory & make it able to only produce jumpjet units/helicopters with Ares.

You could expand on this & make the new jumpjet only factory an invincible 1x1 building that spawns next to the airfield when you build one. Jumpjet units would then come out next to the airfield when they are built. You would have to add a custom death weapon to the airfield that will also kill the 1x1 building when the airfield is destroyed.  

Lastly you can use custom delivery super weapons to "convert" dummy aircraft into jumpjet units. You would build the dummy unit & then once it appears on the airfield a super weapon will automatically fire killing the dummy unit & spawn a jumpjet unit next to the airfield. You would need to make a corresponding dummy unit & super weapon for each jumpjet unit. Using this method has its drawbacks tho, if the airfield is full with normal aircraft you wouldn't be able to build any jumpjet units.


And how can i spawn a building next to other building?
only this cames into mind: - make a spawner SW, sw.shots=1, ~autofire=self, ~recharge=0.005...
but in this case after first sw shot sw will be no longer available till next game...
hm wait, what if remove sw.shots and give to sw sw.negativebuildings=SPAWNEDBUILDING that should work.
the problem is it will be spawned in chaotic manner i mean each time in random cell arround the building

P.s.
Anyway what is your method, can you share?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Mar 01, 2023 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes you would give the airfield a SW that spawns the dummy factory & use sw.negativebuildings= to limit it to only one at a time.

IIRC units/buildings are spawned in a spiral pattern starting from the center of the target. So if there isn't anything blocking the building then it should spawn in the same place each time.

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