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
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jan 18, 2005 11:40 am Post subject:
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... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Jul 26, 2006 5:31 pm Post subject:
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. _________________ QUICK_EDIT
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
And this works for the ORCA Carryalls too but beware of the annoying voxel offset and Shadow problems like Denmon0728 and Nyerguds said.
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. QUICK_EDIT
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.
EDIT: Ah well already mentioned but still. QUICK_EDIT
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