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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.

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Old 02-03-2003, 06:04 PM   #1 (permalink)
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Default Hover unit fly over cliffs?

Is it possible to make a unit able to move over cliffs without making it a jumpjet unit?

I've tried changing the SpeedType and MovementZone settings, but no luck. When I try the Jumpjet method, the thing will become an air unit while moving. I don't want that either.

Does anyone know how to do it right?
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Old 02-03-2003, 06:31 PM   #2 (permalink)
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I dont think this would work cause im not sure what the section tags refer to but, under Land Characteristics:

[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=0%
Hover=0%
Amphibious=0%
Buildable=no

Percentage is speed % of units declared on this terrain. Theoretically this would represent that this specific terrain type is unpassable by any ground unit, and it is not buildable either. What im not sure is if these settings are applied to rocks, cliffs or rocks and cliffs, never played around enough with them, so i cant assure they would change cliff properties...but this way though, if working, all units using the SpeedType settings specified would be able to go down and up cliffs...
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Old 02-03-2003, 08:07 PM   #3 (permalink)
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I've never tried but maybe making it a jumpjet unit is the way to go, make it BallonHover=yes so it never lands, and set its JumpJetHeight= really small so it is at hover height.

But, I think it might try to climb over bridges, and therefore fail
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Old 02-03-2003, 10:51 PM   #4 (permalink)
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Quote:
I've never tried but maybe making it a jumpjet unit is the way to go, make it BallonHover=yes so it never lands, and set its JumpJetHeight= really small so it is at hover height.

But, I think it might try to climb over bridges, and therefore fail
If the fly hight is below the level of bridge hight then they'll go under the bridge.

isn't that what the bridge hight entry [ or whatever it is ] is for in the rules?:dizzy::tard:
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Old 02-04-2003, 06:20 AM   #5 (permalink)
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I've already tried the SpeedType thingie.

Making it a JumpJet has various side-effects I don't want to have. Like the unit is considered an air unit when flying. No matter how low I set the JumpJetHeight=, it's always hovering at a too high altitude. And the thing comes out of the roof of the War Factory when a jumpjet instead of the door.
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Old 02-04-2003, 06:32 AM   #6 (permalink)
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Im not sure it can be done at all I think it may be too big a break with convention, so a workaround may be the only way. I'd go with the Hover thing, and try to figure out a way to stop AA stuff treating them as Air Units, maybe by making sure they are the only unit with a certain Armor= (medium). Long winded, but possible I think?

The only way round the 'coming out of hte roof' thing I can suggest is giving it Naval=yes so the unit has to come out of the Naval Yard.
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Old 02-04-2003, 06:51 AM   #7 (permalink)
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Messing with the armor won't help ground defenses see the unit as a target.

And making it a naval unit wasn't my planning either...

Well, I guess it's not possible then...
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