Firstly get say the Orca Tran
change all the normal attributes you would to try and add it e.g. Giving it an airpad, making it selectable and a legal target etc etc
Then simply add the line
"Carryall=yes" This allows it to act exactly like it should in all ways, except when unloading, it unloads 1 infantry at a time
No need for a weapon either
I hope that helps, IMO its easily the best way
- James
EDIT: Lol and of course it will act as a carry all too, but not similtaneously as being an infantry transport its either 1 or the other. As i do in my mod, if keeping its rules close to the default (armour etc) i would suggest making this unit a BuildLimit=1 as it can be quite a powerful tool
UPDATE
I have taken this method much further (anyone who has played my mod Tiberian Sun Retro v1.1 will know this) you can give the unit paradropping ability (something NOT possible with any of the jump jet methods as they are hardcoded to stay still and not fly over there targets when firing even it its a action on the weapon itself) just play TS Retro v1.1 for this function and u can paradrop 5 infantry units(which is what the transport can carry) it works perfectly to the RA1 and RA2 parachuting (except for in RA2 infantry have a specific anim for paradropping for better effect).
Now this is a great feature as it is but it can be taken ANOTHER step forward and you can use the orca tran to carry a vechicle (as it is a carry all) and then paradrop that vehicle. It works perfect in all ways except for one little graphical fault that seems to occur. This is that the shadow becomes slightly out of sync with the vehicle, still a minor price to pay for these 2 great additions
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Mar 08, 2003 2:48 am Post subject:
No offense, but this is sorta lame. The air transport will take off and land everytime for each passenger it has. I deeply refuse to use such a technic. But anyway, thanks for the good intention of sharing it with us . The 2nd way showed in the tutorial is the best because:
1) It acts like another C&C air transport
2) all passengers are released once
3) It releases passengers faster and safer than a carryall air transport.
4) some other reasons I dont wanna think about it now (lazy). QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Mar 08, 2003 8:02 pm Post subject:
Do you think that the Night Hawk is crazy? And yea, it's a RA2 standard unit.... As for Chinook, at C&C Generals, it's built in the refinery (supply depot). QUICK_EDIT
Well the ones in RA2 have there own door at the top to come out of but in ts it wasnt made to work like that and does look weird. _________________
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QUICK_EDIT
The problem with your 2nd way, Banshee, is that, because of using the jumpjet loco, the transport is invincible while in air! Also, it doesn't see anything when flying... kinda weird, because the jumpjet does see quite a lot when flying
So i've made this unit cloaked and gave it the name stealth air transport , it's basically a cloaked heli transport (with moving rotors). This way the player doesn't notice it's cloaked in air, as the enemy doesn't shoot it QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Apr 20, 2003 1:15 pm Post subject:
thedvd wrote:
The problem with your 2nd way, Banshee, is that, because of using the jumpjet loco, the transport is invincible while in air! Also, it doesn't see anything when flying... kinda weird, because the jumpjet does see quite a lot when flying
Maybe we need to proceed with the Perfect Jumpjet Clone research... _________________
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Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Apr 21, 2003 2:07 pm Post subject:
thedvd wrote:
i think it is because the jumpjet=yes tag fixes this AND only works for infantry
- True. That's what I prooved yesterday in the Perfect JumpJet Clone research. But now I have a different objective: to find out how to make a vehicle use jumpjet and be damaged when it's in flying...
SMIFFGIG wrote:
if u try to clone a jumpjet infantry and use
jumpjet=yes
you still get MAJOR problems
its very odd but happens in both TS and RA2
!!hardcoded!!
- As far as I could test, I cloned the jumpjet and it worked perfectly. I haven't seen any major problems... what problem are you talking about? _________________
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Why dont u just make an exact clone of the orca air transport and make it buildable!!! That way it operates just like an air transport!! _________________ Yuris Revenge: The Second War is now up and running once again!
Check out the site, www.yrsecondwar.tk for updates and news.
Posted: Thu May 27, 2004 11:47 am Post subject:
Orca Transport
ive cloned the orca before and it workded fine..anyway what doesnt work about it?? _________________ Yuris Revenge: The Second War is now up and running once again!
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the orca transport doesn't work as it should in the lattest versions of the Tsun but I remember that it works perfectly for me in the older versions. QUICK_EDIT
helps if you actualy answer me in non vague language
Well I have no idea what your on about, I understand what their saying. Maybe clarify what you want, instead of being a lazy ass. _________________
All hail me
QUICK_EDIT
ohh but that means i have to ty.....finish..my.. sentence for... me....zzzzzz
atualy i mean how did SMIFFGIG make the transoprt make units paradrop i know what you do you hold ctrl and click where you want it to fire i would like to know how to make the orca do this _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat May 29, 2004 3:26 pm Post subject:
In fact, I posted a tutorial a long time ago here which had an explanation for it. I've noticed it disappeared and I wasnt the one who removed it O.o. I still have a copy of the version posted at Entertainment Explosion, thanks to an old email from Dougfunie. Here's the EE's version here:
3) For All Tiberian Sun/Firestorm Versions, but not recommended:
If you still want an aircraft, not a vehicle type, as transport, you can appeal to this way. The paratroop way. This solution was found a long time ago, but recently reminded by Vlad. It consists on making a transport that fires a weapon with the burst number = to the passengers number. I really can`t explain it that well, but here is the code that worked in my pc:
[PARATRAN]
Name=Paratroop Transport
Prerequisite=NAHPAD
Strength=1000
Primary=Parachute
Category=AirLift ; AirLift and AirPower doesn`t make difference in this
case.
Armor=heavy
Landable=yes
TechLevel=7
Sight=3
PipScale=Passengers
Speed=17
PitchSpeed=.4
FlightLevel=600 ; Optional line
RadarInvisible=yes; Optional line
Owner=Nod
Cost=1800
Points=25
ROT=5
Selectable=yes
Passengers=10
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 ; Another optional line
MaxDebris=9
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0
Dock=GADROP ; Note that GADROP doesn`t existed in the rules.ini from my pc, but I don`t think it really interferes in the unit...
SlowdownDistance=2000 ; This line is optional
DamageParticleSystems=SparkSys,SmallGreySSys
LegalTarget=yes
AuxSound1=DROPUP1 ;Taking off
AuxSound2=DROPDWN1 ;Landing
Image=DSHP
[Parachute]
Damage=2
ROF=5
Range=5
Projectile=Invisible
Speed=100
Warhead=SA ; Choose the warhead of your preference
Report=none
Burst=10 _________________
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