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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
04-14-2005, 06:15 PM
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#1 (permalink)
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Member
Join Date: Mar 2005
Location: England
Posts: 45
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planes, not jets but planes?
ok most ww2 planes wher tilted about 20 degrees when parked or in taxi. are level in flight and dived to attack how would i do that ingame? is there a file that dictates pitch of aircrafts... because i couldent find it in objects, comparing it to the raptor and stuff.
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04-15-2005, 01:21 AM
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#2 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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The A10s diving in gen/zh is used in relation with the DeliverPayloadAIUpdate module.The dive parameters themselves are contained within the OCL which calls the delivery.If you want an example look at ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1.
Unfortunately, you cant use this code for a regular units attack.
All you can do is animate a dive and use it with the attacking conditionstate.Same with taxing, just give it a different model/animation for that state.
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04-17-2005, 12:39 PM
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#3 (permalink)
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Member
Join Date: Mar 2005
Location: England
Posts: 45
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Where and what do i type to create a new condition state for taxi, or is it even possible to rplace the entire takeoff animation? iv already made one when i was experementing:
Takeoff Animation Spitfire
and how does the spped of the locomoter efferct the speed at which i animated it? this area is very confusing to me
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04-17-2005, 12:53 PM
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#4 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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I think, what you could do is have the plane model at the landing angle by default and then specify an acceleration angle that levels the plane out while flying, since planes don't stop in the air, it might work.
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04-19-2005, 02:11 PM
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#5 (permalink)
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Senior Member
Join Date: Jun 2004
Location: Earth-ish
Posts: 197
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As for the parked state you'll have to crate a new model but as for the diving you could make the plane have the aurora locomotor and make it have a lower flight hieght than normal which would give it a diving type look then when it stops diving it would return to normal.
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04-19-2005, 02:31 PM
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#6 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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You can have it dive to attack using Aurora logic, but it will remain low once it has fired and will return to base low.
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04-19-2005, 02:55 PM
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#7 (permalink)
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Member
Join Date: Mar 2005
Location: England
Posts: 45
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yea due to it being a spitfire in modern warfare i thought id better give it advantages too so i dont realy want it to return to base after it attacks i want it to have good ammo. did i not mention its not going to be a bomber its like a YAK of RA i want it to kill infantry and the guys in stinger sites etc.
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04-19-2005, 04:27 PM
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#8 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Well at present I have a WW1 fighter using the Aurora idea - but seen as the multiple strafing runs tend to be in the same vicinity it doesn't matter much. I have also developed some nice strafing code - so the fighter does a strafe up to the target as opposed to merely hit the target. The only problem is it is slightly delayed from the firing because of the odd projectile angle, but fleh.
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04-25-2005, 03:27 PM
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#9 (permalink)
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Senior Member
Join Date: Jun 2004
Location: Earth-ish
Posts: 197
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It won't remain low... you make the super sonic attack be a low attack and the sluggish (which is its return locomotor) be normal and that would work... but as for the model alnding and such just make it have an animation that the wheels extend out and the plane tilts up (which is what happens even when landing) but it'll be difficult because it doesn't have a "landing" condition state... so good luck with that! :lol:
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04-25-2005, 04:13 PM
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#10 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Oh no, its starts of low if a unit has been targetted immediately. My error.
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