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Enableing the Dropship w/o the "Carryall=yes"
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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA
 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.


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PostPosted: Wed Jun 15, 2005 1:45 am

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars
Can it carry units successfully, though?
PostPosted: Wed Jun 15, 2005 6:58 am

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA
yes, it can. It won't carry vehicles though! Cool
PostPosted: Wed Jun 15, 2005 1:33 pm

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CCHyper
Defense Minister


Joined: 07 Apr 2005
Location: England
so it would be good for troop transport then if you change the image, that is if the orignal orca transport dont work? but i am not sure
PostPosted: Wed Jun 15, 2005 2:06 pm

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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA
that might work if Im correct, but I dont know much about TS. I prefer RA2 and YR over TS
PostPosted: Wed Jun 15, 2005 4:13 pm

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil
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 Smile. Or maybe I did something wrong... should I change the techlevel from the dropships #Tongue... 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.
PostPosted: Wed Jun 15, 2005 9:26 pm

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01001011
Vehicle Thief


Joined: 02 Jun 2005

Two problems:
(1)  can it be shot down while flying?
(2)  are you using aircraft locomotor and MovementZone=fly?
PostPosted: Thu Jun 16, 2005 6:57 am

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada
Banshee wrote:

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?
PostPosted: Thu Jun 16, 2005 8:25 am

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA
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 Smile. Or maybe I did something wrong... should I change the techlevel from the dropships #Tongue... 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

PostPosted: Thu Jun 16, 2005 12:39 pm

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil
@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 Laughing. 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 Smile. Or maybe I did something wrong... should I change the techlevel from the dropships #Tongue... 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=.
PostPosted: Thu Jun 16, 2005 2:34 pm

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE
i am SO adding this to my next TS mod.
PostPosted: Thu Jun 16, 2005 5:29 pm

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE
Double Post. go to hell. but i must ask,CAN these dock?(like Dock=GADROP)
PostPosted: Thu Jun 16, 2005 5:30 pm

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars
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).
PostPosted: Thu Jun 16, 2005 5:47 pm

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA
@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
PostPosted: Thu Jun 16, 2005 5:55 pm

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Sorrow
AA Infantry


Joined: 17 Nov 2004
Location: The Most Holy Metal Reich
I think that any unit that is a freeunit automaticaly becomes a vehicletype...
PostPosted: Thu Jun 16, 2005 5:57 pm

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE
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?
PostPosted: Thu Jun 16, 2005 6:04 pm

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA
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.
PostPosted: Thu Jun 16, 2005 6:22 pm

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Morpher
General


Joined: 28 Jan 2005
Location: Adelaide, Australia
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
PostPosted: Thu Jun 16, 2005 6:38 pm

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA
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"
PostPosted: Thu Jun 16, 2005 6:41 pm

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE
Damnit. can you get around the shadow bug,at all?
PostPosted: Thu Jun 16, 2005 6:57 pm

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA
Not to my knowledge. Could you possibly take away the shadow altogether?
PostPosted: Thu Jun 16, 2005 8:47 pm

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada
I really have to try out this thing. *Prepares the inis, shps and Fraps (for recording)*
PostPosted: Thu Jun 16, 2005 8:54 pm

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE
Dont make a huge GIF,or i will kill you,Havoc. #Tongue
PostPosted: Fri Jun 17, 2005 12:38 am

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil
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 Sad.
PostPosted: Fri Jun 17, 2005 1:21 am

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada
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.
PostPosted: Fri Jun 17, 2005 7:21 am

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE
Try the "Invunurable=yes" tag on it,then see,then try "invunurable=no"...im curious.
PostPosted: Fri Jun 17, 2005 5:20 pm

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil
This tag doesn't exist...
PostPosted: Fri Jun 17, 2005 6:22 pm

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada
I think he meant Invicible=no
PostPosted: Fri Jun 17, 2005 6:23 pm

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC
damm it... one reason more that we must get WW to make TS open source...
PostPosted: Fri Jun 17, 2005 6:26 pm

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Jah
Commander


Joined: 23 Nov 2002

Havoc wrote:
I think he meant Invicible=no


Immune=
PostPosted: Fri Jun 17, 2005 10:22 pm

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil
But when it's landed, it's not immune to enemy fire. Neutral
PostPosted: Fri Jun 17, 2005 11:37 pm

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada
Hmm, still weird. Hardcoded stuff....
PostPosted: Sat Jun 18, 2005 8:08 am

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil
Only CanMakeUpStuff=yes can make it work Neutral
PostPosted: Sat Jun 18, 2005 3:47 pm

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC
or westwood accepts our petition and makes TS open sourced  Laughing
PostPosted: Sat Jun 18, 2005 6:16 pm

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bassie12
Civilian


Joined: 20 Feb 2006

Somehow i can make dropships at a factory.
But these fly like this fix would do.
only i need to sell my factory to release it.
PostPosted: Sat Feb 25, 2006 11:29 pm

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil
If you use jumpjet locomotor, you won't need to sell your factory. But either way, the vehicle is invencible when flying.
PostPosted: Sat Feb 25, 2006 11:51 pm

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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas
Worm4981 wrote:
damm it... one reason more that we must get WW to make TS open source...


yeah, that would be REALLY nice.
PostPosted: Tue Feb 28, 2006 9:01 pm

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory
then sign the petition I'm #570 if your curios
I only know how to get there from tumsun
PostPosted: Tue Feb 28, 2006 9:05 pm

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Nejalic
Civilian


Joined: 03 Aug 2007

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
PostPosted: Fri Aug 03, 2007 8:06 pm

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, UK
Please look at the dates on the last post, mate... This topic is more than 16 month's old. Confused
PostPosted: Fri Aug 03, 2007 8:52 pm

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