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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-26-2004, 05:36 AM   #11 (permalink)
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If I finish something, might be small to meet cleanliness, like one new general, I'll find a way to post it. I elimated all sciences, redid them from scratch, I got five kickass airstrikes, a recon squad paradropped by chinook, a JSF, and some nice and simple fixes to a lot of my favourite units, keeping the game on an equal basis.
 
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Old 02-26-2004, 05:46 AM   #12 (permalink)
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Quote:
Originally Posted by outtravelin
a recon squad paradropped by chinook,
I think we got to talk

You have any Instant Messaging Services?
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Old 02-26-2004, 05:50 PM   #13 (permalink)
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New day, does not say your location but being on Guam my timezone is pretty ridiculous. Ya, someone who I was helping make an F-16 strike with missiles and bombs asked me if I had MSN, but I don't. Like I told him, MSN kept going out checking the internet and the cable modem service I get out here on the island is only like 400k or so (actually just clocked in at 700), but its iffy. It would screw around in the background and hose up my systems, even with the lastest version from the xp update. Sometimes my internet service cuts out because MCV (Cable Internet Provider) has too many customers and when they all log on MCV does not enough bandwith to support it, it all cuts out.

Derelict Studios, right on

I just got the paradrop by chinook working last night. The Recon squad is actually a simple remake of colonel burton for my general (I elimated the barracks, basically all troop support comes in from a paradrop, including vehicles), I used that M4 carbine model that was posted on this website and a samfisher skin I found at Generalsfiles, added some new weapons. Pretty simple

The chinook drop took a little time. Something either in the kindof (my second guess) or the Chinook AIUpdate kept it from having this ability. My first guess is the AIUpdate. Basically I elimated everything from the chinook below the design parameters and replaced it with a cargo plane design parameter. Went back and cleaned it up with chinook deathupdates, hitpoints list, fx, and so on, keeping the deliverpayload and transportcontain updates the same from the cargoplane (don't forget the commandset), again, without the chinook aiupdate. I have to go back and eliminate it down to a definite solution and a different problem. It looks beautiful, it flies in at about two fifty height and the recon squad do a nice freefall before opening their parachutes at like one twenty parachute drop.

Just some insight on what I have going on, If I can be of any service, let me know, right now it looks like I'll have a lot of time on my hands for the next month before I go back to college.
 
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Old 02-26-2004, 06:04 PM   #14 (permalink)
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hehe someones using my model cool I reduced the skin from 70K to 7K if you want it, but u can probably do that yourself.

I got my spec ops squad delivered by Chinook but not paradrop, the chinook comes in, lands, and drops them off.Well, it actually drops off a bogus object which dies and spawns the spec op team.

Dont suppose you would like to share how you dropped different items in the same paradrop? I had a bit of a play with parachutes becasue thats how I wanted it to work, but when I thought of the other way and it worked I gave up on the chutes.
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Old 02-26-2004, 06:27 PM   #15 (permalink)
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Well this was actually quite simple, in one paradrop I got seventeen men and four hummers (will change hummers to something else at somepoint, all just basically for testing). The seventeen troops are four different units from the same plane and the hummers are in a second plane that flies side by side (almost) and drops the jeeps to the side of the troops.

Is this what you mean by multiple units in a single paradrop, or are talking about the chinook doing the paradrop? Let me know, I'll post it right back.

Which model or skin did you make, the samfisher skin or the gun?
 
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Old 02-26-2004, 06:49 PM   #16 (permalink)
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I made the gun.

Yeah, you have different unit types being dropped at the same time.I could not figure out how to do this with parachutes.

I would love to know how you got 4 different unit types to paradrop from one plane, and have another plane full of other stuff(ie the humvees) all in the same drop.
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Old 02-26-2004, 07:06 PM   #17 (permalink)
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The gun is slick. Its a beautiful touch to the unit, can't do without.

As far as dropping different units from the same plane, its quite easy,

PutInContainer = AmericaParachute
Payload = AFAmericaInfantryRanger 5
Payload = AFAmericaInfantryMissileDefender 5
Payload = AFAmericaInfantryPathfinder 2
Payload = AFAmericaInfantryDeltaForce 5

This is my setup, all you have to do is under payload add another line called payload and then put whatever you want. I'm assuming you could add as many payload commands as you want and the plane will drop them from the first to last payload in that order.

For another plane, at the End of the first plane,
;RequiresLivePlayer = Yes;second to last line of first
End;last line of first plane
DeliverPayload
Transport = AmericaJetCargoPlane
;;so on and so fourth the same as you first

start all over again with another plane. Vehicles are put in a Largeparachute(probably already new that, at first my hummers would fall to the ground).

Thats it

Thanks for the M4
 
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Old 02-26-2004, 07:11 PM   #18 (permalink)
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One more thing.

StartAtMaxSpeed = No

DropOffset = X:100 Y:100 Z:60

For the second plane. You might have already figured this out, the maxspeed will have the plane start a little after the first, not on top of each other, and that is my dropset for the hummers, so they don't land on top of my infantry and look stupid. The hummers will land right to the side of the infantry.
 
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Old 02-26-2004, 07:51 PM   #19 (permalink)
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Thankyou!
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Old 02-26-2004, 07:53 PM   #20 (permalink)
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Anytime
 
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