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How to make an orcatran that can paradrop vheicles
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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Mon Jan 17, 2005 6:57 pm    Post subject:  How to make an orcatran that can paradrop vheicles Reply with quote  Mark this post and the followings unread

Thsi tutorial was inspiered by abzurtz

Firstly make a transport code.
it can look something like this below
Code:
[PARATRAN]
Name=Transport
Image=ORCATRAN
Speed=10
Owner=GDI
Cost=10
Carryall=yes
Primary=Dropflop
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Category=AirPower
MaxDebris=4
PitchSpeed=1.1
Landable=yes
Crewed=yes
Dock=GAHPAD,NAHPAD
AuxSound1=ORCAUP1
AuxSound2=ORCADWN1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Prerequisite=GAHPAD
TechLevel=5
Strength=200
Armor=light
Sight=10
Points=20
Ammo=5
PipScale=Passengers
Passengers=5
ThreatPosed=20
ROT=5
MoveToShroud=yes
EliteAbilities=FASTER,RADAR_INVISIBLE
VeteranAbilities=SELF_HEAL,STRONGER,SIGHT


Now make a wepon that dosent sound,do damage or is visible. in my case i made a weapon called "Dropflop"(dont diss the name)
Code:
; Dropflop
[Dropflop]
Damage=0
ROF=8
Projectile=Invisible
Speed=100
Warhead=AP
Range=5.00


Now go to the "Aircraft Type List" and place this in the bottom of the list
Code:
9=PARATRAN


Encounterd problems
1.The vehicles shadow is wrong while being paradroped
2.The transport cant carry a vheicle and infantry at the same time
3.The parachute is smaller than both the vehicle and the infantries


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI 

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Jan 17, 2005 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

1 - cant be fixed Sad
2 - same shit
3 - use parachute image from RA2

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Jan 18, 2005 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

This code idea was originally created by Smiffgig for TS: Retro. It's nothing new.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jan 18, 2005 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Originally created by smiffgig, Clazzy? This idea is older than my grandma and even on Se2k forums in 2000 people talked about it... Even the old cyborg betas of PPM made in 2001, 2002 have this applied...

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Jan 18, 2005 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I don't go back that far in the TS community #Tongue. My point still stands, though.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Mon Jan 24, 2005 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

so its used in tsr and the idea is old? *sad huff

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Jul 25, 2006 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry to bump this old as topic

how do you make this paradrop tansport into a super weapon ?

Links ? ..Tutorials ?..Sugestions ?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jul 25, 2006 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have to modify the DropPod reinforcements. But that's a completely different subject.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Jul 26, 2006 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

the shadow isn't what's wrong... it's the unit itself that's drawn too low. The shadow is where it should be, the unit gfx aren't.
It can be fixed by picking it back up with the carryall and just releasing it the normal way.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Wed Jul 26, 2006 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

This even works in C&C Redalert 1 with the Chinook if you give it a weapon like I did.

There are two types of this parachute trick. One that does the bombing run but dropping infantry instead and one the Orca Fighter way but its not as good.

Bombing run way is with a Projectile with none defined ROF or ROF=1 and the Orca Fighter way is with a Projectile that has ROF=2 or more.

There is also another trick that can be used and that is by using a highspeed clone of the Orca Transport/Dropship with speed around Speed=18 and the line SlowdownDistance=1000. This will make it fly fast to its destination for the bombing run and when 1000 units away from the target it will do a cool Slowdown and tilting the Drophip and even lowering its altitude abit and drops the infantry. I also use a FlightLevel=1200
This is found in the [General] section or you can add FlightLevel=1200 to invidual units.

In my mod I use the following:

; Dropship
[DSHP]
Name=Dropship
Prerequisite=GADROP,GAHPAD,GATECH
Strength=500
Primary=Parachute
Category=AirLift
Armor=heavy
Landable=yes
TechLevel=9
Sight=7
PipScale=Passengers
Speed=18
PitchSpeed=.4
RadarInvisible=yes
Owner=GDI
Cost=2000
Points=60
ROT=5
Selectable=yes
Passengers=20
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I034,30-I036
IsDropship=yes
MaxDebris=9
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
Dock=GAHPAD,GAHPAD2
SlowdownDistance=1000
DamageParticleSystems=SparkSys,SmallGreySSys2
BuildLimit=4
MoveToShroud=yes
AuxSound1=DROPUP1 ;Taking off
AuxSound2=DROPDWN1 ;Landing

and

[Parachute]
Damage=0
ROF=5
Range=5
Projectile=Invisible4
;dont know why I did this, use Projectile=Invisible like Denmon0728
Speed=100
Warhead=Useless

[Invisible4]
Image=null
AA=no

[Useless]
Spread=1
Verses=0%,0%,0%,0%,0%
ProneDamage=0%
InfDeath=1

And this works for the ORCA Carryalls too but beware of the annoying voxel offset and Shadow problems like Denmon0728 and Nyerguds said. Mad

And when using Aircrafts to transport infantry beware of the Crazy AirTransport bug and please change the Parachute image to a resized version of the one in C&C Redalert2.

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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Sat Jul 29, 2006 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, it is not the shadow that is wrong. The voxel itself jumps about half a cell out of place, out of the select box, while the shadow stays behind. It looks really stupid when it is firing, because the projectile comes out of thin air, while the voxel beside it mimics the firing animation (rotates turret and stuff). However, the voxel returns to normal when picked up by a carryall. Very Happy

EDIT: Ah well already mentioned but still.

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