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Forum Members: 18,679
Total Threads: 8,803
Posts: 95,881
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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
08-29-2003, 12:42 AM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Posts: 126
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Paradroping tanks test
Could someone mainly DeeZel (That spelled right? > ) test making the paradrop plane a Carryall (Carryall=yes) and put tank code names in the person entries for paradropping and start game and test it out. Thanks
If it works for whom tests it could you tell me?
WARNING++++++++++may cause game to crash test at own risk
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08-29-2003, 04:24 AM
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#2 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 2
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nice idea how about for tank commander only as a special to help their tanks instead of for aircraft cus they dont use tanks that much
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08-29-2003, 04:38 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,062
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The tanks dropped had all their properties intact (Locomotor, weapon, sounds, speeds, etc...), except for the image. I think the image has to be SHP for this to work.
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08-29-2003, 07:53 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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yup thats true, you cant make a caryall plane that paradrops tanks.
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08-29-2003, 09:09 AM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: Philippines
Posts: 236
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you can use my code to paradrop tanks
[CPLANE]
Image=PDPLANE
UIName=Name:PDPLANE
Name=Transport Plane
Strength=500
Prerequisite=RADAR
Category=AirPower
Primary=ParaDropWeapon
Armor=Heavy
Ammo=100
TechLevel=1
LeadershipRating=10
;Selectable=no
AirportBound=no
RadarInvisible=no
Sight=15
Landable=yes
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Carryall=yes
Owner=Russians,Confederation,Arabs,Africans
ForbiddenHouses=YuriCountry,Americans,Alliance,Bri tish,French,Germans
Points=30
ROT=2
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
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08-29-2003, 06:59 PM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Tanks dropped by Carryalls are always slightly...errm..."underground"... 
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08-29-2003, 11:04 PM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Posts: 126
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did anybody really test this?
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08-29-2003, 11:04 PM
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#8 (permalink)
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Senior Member
Join Date: May 2003
Posts: 126
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oops 
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08-30-2003, 08:23 AM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 632
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here is my idea to do para-tanks which was never done or tested by me.
1) do a one frame shp of a specific tank ,eg. mirage tank (by taking one facing screenshot) and make it as infantry
2) now give it deploy ability and deploytofire ability (like ts juggernaut code) and ability to attack anything, even u (attackfreindlies etc.) and guardrange=128
3) give it a weapon (fake, never used) which has sight=-2
4) now give it deploysinto= a dummy invisible 1x1 based structure, eg. PARADUMY
5) the structure will have freeunit= that specific vehicle, eg. MGTK
well now what will happen, the shp tanks (really infantry) will b dropped and when they touch ground they will instantly deploy into PARADUMY which will spawn real voxel tanks. to make the PARADUMY structure to b automatically destroyed, add an active anim for it (in artmd.ini) and give the anim high damage.
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08-30-2003, 08:31 AM
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#10 (permalink)
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Senior Member
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
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Infantry can't deploy into structures AFAIK. Sorry.
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