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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-31-2006, 04:59 PM
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#1 (permalink)
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Junior Member
Join Date: Nov 2005
Posts: 15
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Paradropping people
Hey again
Ive tried searching the archive for info on this, but cant seem to find it.
Im currently trying to work out a way to make a plane garisonable, and have it paradrop the people it currently contains as its primary weapon (A buildable plane rather than a superweapon unit.)
I cant quite work out how to go about doing it though, Im currently trying to find and examine the rapel, pilotcreate ocl and superweapon paradrop ocls, and the troop transport weapon. I was wondering if anyone had any suggestions or had tried this in the past?
Thanks for your time
Pill
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01-31-2006, 07:12 PM
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#2 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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The closest possible way you could do it is have the plane target an enemy and then disperse the passengers to a doomed freefall.
Look at the crawler code, it uses a dummy weapon which automattically releases occupants in a transportcontain module when the unit targets something.
The reason why the infantry won't be able to safely parachute down is that parachutes work as a transport unit, somehow, you'd have to put the plane's occupants into parachutes, that unfortunately, cannot be done.
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01-31-2006, 07:19 PM
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#3 (permalink)
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Member
Join Date: Jan 2006
Posts: 33
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you could add the word PARACHUTABLE to the "kindof = " of all your infantry .. and make the container only hold infantry ... and yes i suggest the troopcrawler dummy weapon for the automatic release ...
gluck
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02-01-2006, 02:21 AM
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#4 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 383
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Looking at code for paradrop aircraft, it appears that the code responsible for putting paratroopers in parachutes for safe descent is present both in the aircraft's DeliverPayloadAIUpdate module and in the OCL entry fopr the superpower. I think it's worth a try to add this module to your paradrop plane:
Code:
Behavior = DeliverPayloadAIUpdate ModuleTag_99
DoorDelay = 500
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 300 ; time in between each item dropped (if more than one)
PutInContainer = AmericaParachute
DeliveryDistance = 150
End
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02-02-2006, 10:36 AM
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#5 (permalink)
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Junior Member
Join Date: Nov 2005
Posts: 15
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hey, cheers for the replies, unfortunately, if I just use the weapon from the troop crawler, the men dont actually get out of the plane, even without parachutes.
If I try to add
Behavior = DeliverPayloadAIUpdate ModuleTag_99
DoorDelay = 500
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 300 ; time in between each item dropped (if more than one)
PutInContainer = AmericaParachute
DeliveryDistance = 150
End
The plane becomes unusable, it just dosent do anything, you can select it and place men inside, but it will never take off or move in any way, when this module is included.
So in another thread, I saw the below which looks like it might be a relevent way to get around the lack of movement.
The OCLUpdate module is hard-coded to override any CommandSet= value. If you want an object that has both a CommandSet and an OCLUpdate module, then you'll need to give the object with the CommandSet a slave object with the OCLUpdate set.
Does anyone thing that if I create a slave object, and give that the Deliverpayload code, it might help? If so, how do you actually make a slave?
Cheers
Pill
EDIT: Its fairly easy to just make the plane have a fake weapon, which when fired creates an infantry man with a parachute, the problem then is, it dosent deploy troops you placed inside it, which is kinda mongish, nor does it allow for different types of infantry to be placed inside the plane. So failing an ability to deliver payload, does anyone know if its possible to use the createobject command using the garrisoned units?
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02-02-2006, 11:37 AM
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#6 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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I seriously doubt that would work, simply because of the fact the plane wouldn't be the object which stores the infantry then and so it would in no way control the exiting.
That said, you may have more luck using the Overlord + Bunker code,
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02-05-2006, 07:51 PM
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#7 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
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You got a cargo plane to land? How?
Oh, I've seen this before...was it CtA? The chopper sits down but can't get back up?
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02-06-2006, 06:14 AM
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#8 (permalink)
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Member
Join Date: Aug 2004
Location: England
Posts: 73
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Quote:
Originally Posted by Mere_Mortal";p="
You got a cargo plane to land? How?
Oh, I've seen this before...was it CtA? The chopper sits down but can't get back up?
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If you aint going to help then please don`t reply.
I also have tried to do this but i was not very succesful. If i get anywhere with my version ill let you know 
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02-06-2006, 12:13 PM
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#9 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 72
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Quote:
Originally Posted by Cattman2236";p="
If you aint going to help then please don`t reply.
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If you're going to say things like that, please don't think :lol:
Just kidding like, but I was asking a perfectly valid question and then exemplified the situation 
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