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Paratroopers on water
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aitboss
Vehicle Driver


Joined: 13 Jan 2022

PostPosted: Wed Feb 14, 2024 11:47 pm    Post subject:  Paratroopers on water Reply with quote  Mark this post and the followings unread

I am using the paratroopers logic to drop parabombs, however the bombs want fall over naval targets and is instead dropped to the nearest shore.

In single player missions the paradrop of infantries that can swim like the navy seals works fine if the waypoint is over water, but in skirmish it doesn't seem to work.

Any suggestions on how to get this working over naval targets?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Feb 15, 2024 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe you have to give the parabomb a water sequence, set their movement zone to "AmphibiousDestroyer" and Naval Targeting to either 5 or 7, depending on how your parabombs are set up.

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aitboss
Vehicle Driver


Joined: 13 Jan 2022

PostPosted: Fri Feb 16, 2024 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I have already all the mentioned but it still never drops in water.
I even replaced the parabomb wit the seal but still the same.
This logic of dropping over water only works in single player missions when using a trigger and task force.

Anyways, this is how I set my super weapon and the parabombs if someone needs the code.

Code:

[SuperWeaponTypes]
13=Parabombs

[Parabombs]
Type=ParaDrop
UIName=NOSTR:Parabombs
RechargeTime=5
ShowTimer=yes
SW.TimerVisibility=all
ParaDrop.Types=PBOM
ParaDrop.Num=6
ParaDrop.Count=1
ParaDrop.Aircraft=E3
SidebarImage=PBMBICON
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
Cursor=AirStrike
EVA.Ready=none
EVA.Activated=EVA_AirstrikeInitiated
Message.Ready=NOSTR:Parabombs Ready
Message.FirerColor=yes
Range=1.4
LineMultiplier=3
SW.RequiresTarget=none;
SW.FireIntoShroud=no


Parabomb unit as infantry

Code:

[PBOM]
UIName=NOSTR:Parabomb
Category=Soldier
Primary=Parabomb
Insignificant=yes
CanPassiveAquire=yes
CanRetaliate=yes
OpportunityFire=yes
Prerequisite=BARRACKS
RadarVisible=no
RadarInvisible=yes
Strength=1
Armor=none
TechLevel=-1
Sight=5
Speed=0
DeathAnims=TWLT100
DefaultToGuardArea=yes
GuardRange=255
HasStupidGuardMode=false
Sensors=yes
SensorsSight=255
DetectDisguise=yes
DetectionRadius=255
DetectionDistance=255
Explodes=yes
DeathWeapon=Parabomb
Selectable=no

; Immunity to everything
TypeImmune=yes
Civilian=yes
Crushable=yes
DamageSelf=yes
Parasiteable=no
Unnatural=yes ; impossible to be attacked by infantry with Natural set to 'yes' or by Giant Squid's grab weapon.
Immune=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
ImmuneToRadiation=no
ImmuneToVeins=yes
ImmuneToPoison=yes
BerserkFriendly=yes ; berserking units will not consider this item a valid target.
Bombable=no
LegalTarget=no
Organic=no
HunterSeeker.Ignore=yes
IronCurtain.Modifier=0 ;cannot be affected by the Iron Curtain (not working)
Chronoshift.Allow=no
Chronoshift.Crushable=no
Warpable=no
NotHuman=yes
IsHuman=no

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; can land over water (not working)
AttackFriendlies=yes ; explodes even if there are no enemies
NavalTargeting=5

PhysicalSize=1
ThreatPosed=1
Size=1
AllowedToStartInMultiplayer=no
PreventAttackMove=yes
Trainable=no
Image=PBOM
Nominal=no
DontScore=yes


artmd.ini

Code:

[PBOM]
;Cameo=PBMBICON
WalkFrames=8
StartWalkFrame=0
Facings=1
FiringFrames=8
StartFiringFrame=0
Sequence=ParabombSequence

[ParabombSequence]
Ready=0,1,1
Guard=0,1,1
Walk=0,1,1
Idle1=0,1,1
Idle2=0,1,1
Crawl=0,1,1
Prone=0,1,1
Die1=0,1,1
Die2=0,1,1
FireUp=0,1,1
FireProne=0,1,1
Down=0,1,1
Up=0,1,1
Paradrop=0,1,1
Cheer=0,1,1
Tread=0,1,1
Swim=0,1,1
WetAttack=0,1,1
WetIdle1=0,1,1
WetIdle2=0,1,1
WetDie1=0,1,1
WetDie2=0,1,1
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Panic=0,1,1


Hope someone find a solution or workaround.
Cheers Smile

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Feb 19, 2024 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

You can make an airstrike super weapon that drops normal bombs fitted with parachutes, removing the need to use the paradrop SW as a base and the limitation of it not working over water.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Feb 19, 2024 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

PBOM has to be Amphibious not AmphibiousDestroyer.

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aitboss
Vehicle Driver


Joined: 13 Jan 2022

PostPosted: Mon Mar 18, 2024 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You can make an airstrike super weapon that drops normal bombs fitted with parachutes, removing the need to use the paradrop SW as a base and the limitation of it not working over water.


I tried this, and it works but the bombs falls so fast and the parachute appears when reaching the ground.

Is there a way to slow down the airstrike projectile when using Ares?



parabomb.jpg
 Description:
Parachuted bomb
 Filesize:  19.44 KB
 Viewed:  639 Time(s)

parabomb.jpg



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 18, 2024 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Try adding Vertical= and or Dropping= to the projectile.

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aitboss
Vehicle Driver


Joined: 13 Jan 2022

PostPosted: Mon Mar 18, 2024 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Try adding Vertical= and or Dropping= to the projectile.


Already tried all this.
Vertical makes the projectiles travel in a straight line instead of of falling over the target, then explode after they reach the map borders.

I think Ares should allow changing the drop speed as it seems hardcoded.
Hope anyone find a solution for this problem and save my life haha.

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wow4ik81
Vehicle Drone


Joined: 30 Nov 2023
Location: Germany

PostPosted: Sun Mar 24, 2024 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe this helps,

This can be used to determine the speed, in cells per second, at which units with a parachute fall to the ground.

ParachuteMaxFallRate=-3 (-3 is default)

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