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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Posted: 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?
Posted: 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!
Posted: 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
Posted: 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
Posted: 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 . 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.
Posted: 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?
Posted: 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?
Posted: 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 . 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
Posted: 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 . 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=.
Posted: Thu Jun 16, 2005 2:34 pm
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Clarkson General
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
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).
Posted: 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
Posted: 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...
Posted: 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?
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.
Posted: 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
Posted: 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"
Posted: Thu Jun 16, 2005 6:41 pm
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Clarkson General
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
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.
Posted: 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.
Posted: 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.
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Havoc Commander
Joined: 04 Jan 2005 Location: Toronto, Canada
I think he meant Invicible=no
Posted: 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...
Posted: Fri Jun 17, 2005 6:26 pm
_________________ leader of the World War III TC for TS
_________________ in 2009 to Florence. Viva Italia!
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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.
Posted: 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....
Posted: 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
Posted: 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
Posted: Sat Jun 18, 2005 6:16 pm
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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.
Posted: 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.
Posted: 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.
Posted: 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
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
Posted: 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.
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