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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 09-03-2004, 05:38 PM   #1 (permalink)
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Default Vertical Take-off & Landings

Well it makes sense that "Star Wars: Imperial Assault"'s X-wings and A-Wings take-off and land vertically, right?

Juggernaut1985 said SecondWave's UK Harrier had vertical take-offs and landings, so I downloaded the source code and took a look at JetAIUpdate.

Code:
  Behavior = JetAIUpdate ModuleTag_06
    MinHeight                     = 5
    NeedsRunway                   = No
    KeepsParkingSpaceWhenAirborne = No
    AutoAcquireEnemiesWhenIdle    = Yes
  End
The thing is, when I apply this code to the X-Wing or A-wing, when I tell them to take-off, they just stay on the ground and run around in circles forever.

Is there something else I have to change? Could it be the position of the bones on the airfield (I doubt it)? Any idea what's going on here?

Thanks,
Edan
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Old 09-04-2004, 02:09 AM   #2 (permalink)
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post your full code so we can check it?
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Old 09-04-2004, 06:07 AM   #3 (permalink)
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It's not just that, you need to change the locomotor as well, here's the locomotor code for the F-35 i'm using (say thanks to Trex for this )
Code:
Locomotor F-35Locomotor
  Surfaces = AIR
  Speed = 180 
  SpeedDamaged = 120
  TurnRate = 180
  TurnRateDamaged = 120
  Acceleration = 120
  AccelerationDamaged = 30
  Lift = 120
  LiftDamaged = 80  
  Braking = 120      
  MinTurnSpeed = 0 
  PreferredHeight = 100
  AllowAirborneMotiveForce = Yes
  ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
  CirclingRadius = 100
  Appearance = HOVER ;WINGS
;  PitchInDirectionOfZVelFactor = 1.0
  PitchStiffness = 0.9 ;0.5
  RollStiffness = 0.4
  PitchDamping = 0.9
  RollDamping = 0.8
  ForwardVelocityPitchFactor = 0
  LateralVelocityRollFactor = 0.4
  Apply2DFrictionWhenAirborne = Yes
  AirborneTargetingHeight = 30
  LocomotorWorksWhenDead = Yes
End
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Old 09-04-2004, 08:13 AM   #4 (permalink)
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You can also made bones vertical on the airfield :P
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Old 09-04-2004, 12:07 PM   #5 (permalink)
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well I changed it from "WINGS" to "HOVER" and now it's acting REALLY weird... it starts taking off like an airplane but halfway it starts raising upward, and then sometimes when you tell it somewhere to go it just stops there, and other times it goes there and straight past it until it goes off the screen....

I want it to fly like a normal airplane but only while taking off it raises directly up into the air... is that possible?

Thanks.
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Old 09-04-2004, 12:31 PM   #6 (permalink)
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I had this problem with my "Shark" mini fighter(Sigma Invasion), aircraft with a min speed need to be set to wings, so they circle the target and not go in a continuas line. The Best way to solve this problem is to rebuild the airbase with virticully placed bones.
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Old 09-04-2004, 02:58 PM   #7 (permalink)
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I suggest you use the whole code for the locomotor, and only change things like the speed & height etc, things you know won't mess it up
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Old 09-07-2004, 06:07 PM   #8 (permalink)
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I replaced the locomotor completely with Redeemer's F35 locomotor, and made vertical bones in the airport. The aircraft takes off and lands beautifully.

Here is my question:

Is it possible to keep the vertical takeoff and landing effect but allow the aircraft to move around in a circle when it reaches its destination or guards something instead of staying still in one place? (i'm assuming the answer to this is 'no')
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Old 09-08-2004, 01:52 PM   #9 (permalink)
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I assume the answer is yes. But first, tell us the URL that you downloaded the original Vertical-take off Harriers from, so that I take a close look and see what I can do. I was thinking to such a thing.
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Old 09-08-2004, 03:33 PM   #10 (permalink)
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Quote:
Originally Posted by FleetCommand
I assume the answer is yes. But first, tell us the URL that you downloaded the original Vertical-take off Harriers from, so that I take a close look and see what I can do. I was thinking to such a thing.
Code:
Locomotor F-35Locomotor 
  Surfaces = AIR 
  Speed = 180 
  SpeedDamaged = 120 
  TurnRate = 180 
  TurnRateDamaged = 120 
  Acceleration = 120 
  AccelerationDamaged = 30 
  Lift = 120 
  LiftDamaged = 80  
  Braking = 120      
  MinTurnSpeed = 0 
  PreferredHeight = 100 
  AllowAirborneMotiveForce = Yes 
  ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 
  CirclingRadius = 100 
  Appearance = HOVER ;WINGS 
;  PitchInDirectionOfZVelFactor = 1.0 
  PitchStiffness = 0.9 ;0.5 
  RollStiffness = 0.4 
  PitchDamping = 0.9 
  RollDamping = 0.8 
  ForwardVelocityPitchFactor = 0 
  LateralVelocityRollFactor = 0.4 
  Apply2DFrictionWhenAirborne = Yes 
  AirborneTargetingHeight = 30 
  LocomotorWorksWhenDead = Yes 
End
He means that one FC.
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