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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 04-02-2003, 02:14 AM   #1 (permalink)
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Default Chopper question

Hi guys, im new here. i am having problem editing the new chopper for my new mod. is there anyway i can make the chopper dont land? whenever i put landable=no, it still land. i hope there are any chopper rules i can refer (not the original one). thanks!
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Old 04-02-2003, 02:31 AM   #2 (permalink)
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Welcome to Deezire Online Forums!

Why don't you want a chopper to land?

Maybe if you gave it the fly locomotor instead of the hover locomotor....

If you want cameos, I'm your man.
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Old 04-02-2003, 02:51 AM   #3 (permalink)
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It might be better if you use the Blimp locamotive, and look on the kirov so know how that just hovers (balloon hover i think)
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Old 04-02-2003, 02:58 AM   #4 (permalink)
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Quote:
It might be better if you use the Blimp locamotive, and look on the kirov so know how that just hovers (balloon hover i think)
Good idea Hunt! Why didn't I think of that?

That would probably be best if it doesn't need to land to reload.
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Old 04-02-2003, 04:04 AM   #5 (permalink)
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Balloon hover is the only way to keep any aircraft type units into air, restricted to earth.
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Old 04-02-2003, 07:11 AM   #6 (permalink)
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blimp locomotive? c'mon, its Jumpjet Locomotor !!

anyway, is it possible to make the Choppers not landable at all when do you parse the entry "BalloonHover=yes" tag at a chopper's unit entry? thanx!!
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Old 04-02-2003, 07:55 AM   #7 (permalink)
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You can use the Kirov's Locomotors but the only problem is when it stops the rotors stop spinning...I've tried it. :/

Try copying the Rocketeer's Ini entry and change it's unit name and image entry...
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Old 04-02-2003, 08:03 AM   #8 (permalink)
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as you said awhile ago, it will not work since the Rocketeer and the Kirov employs the same old Jumpjet locomotor and logic..


i conclude that RA2 logic for choppers are hardcoded to land and YR logic is still the best especially Siege Chopper's..:tard:
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Old 04-02-2003, 10:18 AM   #9 (permalink)
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Sorry for late reply guys. anyway thanks guy for your help.

Quote:
If you want cameos, I'm your man..
Thanks Kravvitz, im ok with the cameos. if you got the custom infantry. hope you share it with me.

can you guys do me another favour? How to code a flame tower weapon? i'm really confused with it.
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Old 04-02-2003, 01:00 PM   #10 (permalink)
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There is an existing flame thrower particle system called FireStreamSys, change its anim (use
the original TS one.) and attach it to the weapon with these lines:
UseFireParticles=yes
AttachedParticleSystem=FireStreamSys

EDIT: just to make it clear, the default anim for the PS looks horrible.
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