Joined: 24 May 2005 Location: Memphis, Tennesee; USA
Posted: Wed Jun 15, 2005 1:45 am Post subject:
Enableing the Dropship w/o the "Carryall=yes"
I stumbled across this accidently. This is very simple. Just build a building like the dropship pad and give it the Drop ship as a free unit. The unit will work fine. But if you build it on a air pad like normal it will do that semi-retarded pilot-at-the-controls thing. Here's screenies of it working properly.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Jun 15, 2005 9:26 pm Post subject:
I've tested this and let's say it worked and it didn't work...
I've simply added FreeUnit=DSHP to the barracks.
It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared O.o.
So, this is a nice solution, but it needs some development . Or maybe I did something wrong... should I change the techlevel from the dropships ... maybe techlevel=-1 can cause this problem O.o... although when you play with TechLevel=1, the refinery free a Harvester, but the Harvester is tech 1. I'll do a new test with Dropship at Tech 1. _________________
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It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared
"AllowedToStartMultiplayer=yes"??? Isnt this a problem? QUICK_EDIT
Joined: 24 May 2005 Location: Memphis, Tennesee; USA
Posted: Thu Jun 16, 2005 12:39 pm Post subject:
Banshee wrote:
I've tested this and let's say it worked and it didn't work...
I've simply added FreeUnit=DSHP to the barracks.
It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared O.o.
So, this is a nice solution, but it needs some development . Or maybe I did something wrong... should I change the techlevel from the dropships ... maybe techlevel=-1 can cause this problem O.o... although when you play with TechLevel=1, the refinery free a Harvester, but the Harvester is tech 1. I'll do a new test with Dropship at Tech 1.
There is something hardcoded into the dropship that is screwing it up
You have to make a copy of the dropship and usae that copy to make it work.
Here is what I used, almost a direct copy of the dropship and it works. I change something caused I used a different image.
Code:
Strength=225
Category=AirLift
Armor=light
TechLevel=5
Sight=2
RadarInvisible=yes
Landable=yes
MoveToShroud=no
Dock=NAHPAD,GAHPAD,
PipScale=Passengers
Speed=18
PitchSpeed=.16
Owner=GDI
Cost=1000
Points=20
ROT=5
Passengers=5
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Landable=yes
IsDropship=yes
AllowedToStartInMultiplayer=no
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jun 16, 2005 2:34 pm Post subject:
@01001011:
1) yes. It's an aircraft type.
2) yes.
@Havoc: I used the code later to fix this little annoyance. But yea, after using that, I coudn't have a functional dropship anymore . But I need to have a way that we don't need it to be a starting unit to work.
Durrandi wrote:
Banshee wrote:
I've tested this and let's say it worked and it didn't work...
I've simply added FreeUnit=DSHP to the barracks.
It didn't worked exactly as I expected. When the game started, two dropships started with my MCV. These dropships carried passengers perfectly and had no problem when loaded. When I built the barracks, no new dropship appeared O.o.
So, this is a nice solution, but it needs some development . Or maybe I did something wrong... should I change the techlevel from the dropships ... maybe techlevel=-1 can cause this problem O.o... although when you play with TechLevel=1, the refinery free a Harvester, but the Harvester is tech 1. I'll do a new test with Dropship at Tech 1.
There is something hardcoded into the dropship that is screwing it up
You have to make a copy of the dropship and usae that copy to make it work.
Here is what I used, almost a direct copy of the dropship and it works. I change something caused I used a different image.
Code:
Strength=225
Category=AirLift
Armor=light
TechLevel=5
Sight=2
RadarInvisible=yes
Landable=yes
MoveToShroud=no
Dock=NAHPAD,GAHPAD,
PipScale=Passengers
Speed=18
PitchSpeed=.16
Owner=GDI
Cost=1000
Points=20
ROT=5
Passengers=5
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Landable=yes
IsDropship=yes
AllowedToStartInMultiplayer=no
I'll try it as soon as I can, but I doubt a unit can be hardcoded to not work as a FreeUnit=. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Jun 16, 2005 5:30 pm Post subject:
Double Post. go to hell. but i must ask,CAN these dock?(like Dock=GADROP) _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Thu Jun 16, 2005 5:47 pm Post subject:
I don't know, it does have the code to allow it:
Dock=NAHPAD,GAHPAD,
However, there's a slight mistake with it, there's that extra comma at the end (although it probably doesn't affect it). _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 24 May 2005 Location: Memphis, Tennesee; USA
Posted: Thu Jun 16, 2005 5:55 pm Post subject:
@Tib Harvester; yes it can
@clazzy; that extra comma was my fault, I had added a another docking structer custom to my mod so I took it off when I posted it here to avoid confusion _________________
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Jun 16, 2005 6:04 pm Post subject:
I did this once,actually. i had teh ORCATRAN as the freeunit,though,i had shadow problems,and it seemed to hover right above the ground,do you get this problem,too? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 24 May 2005 Location: Memphis, Tennesee; USA
Posted: Thu Jun 16, 2005 6:22 pm Post subject:
It's actually a graphical error, It works fin but thee shadow stays right under so it looks like it' on the ground instead of flying. If you look at the 1st and 2nd screenie, the first was right before it landed and the second was on the ground, so it looks like it's on the ground but thats just a shadow error. kind a like the paradroping vehicles trick. _________________
Well if you want to build them,just do the pretend building with 1x1 foundation that gives a free dropship.And have the prerequisite=GADROP _________________ QUICK_EDIT
Joined: 24 May 2005 Location: Memphis, Tennesee; USA
Posted: Thu Jun 16, 2005 6:41 pm Post subject:
I think I figured out why some buildings will make the unit start out and not give a free unit. The building used had BaseNormal=no, any building that had it "=yes" (or not at all since yes is default) cause that "phenomenon" _________________
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jun 17, 2005 1:21 am Post subject:
Sorrow wrote:
I think that any unit that is a freeunit automaticaly becomes a vehicletype...
Unfornatelly, you are right.
I managed to reproduce his trick and I've loaded my orca transport with 3 soldiers. Then, I took it in a Nod base after scouting it. The Nod base has some cyborg reapers and rocket soldiers, so it was a perfect testing place. It was invincible on air . QUICK_EDIT
So, this thread is usesless? I'd say not really. Banshee you shouldnt post on the site stuff that are in research, cuz sometimes, mistakes occur. QUICK_EDIT
Well it also seems that the semi retarted pilot while trying to hover hump objects in your base or wherever likes to land on the hover MLRS if you dont edit it correctly QUICK_EDIT
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