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Adding bombs to jets


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#1 Guest_Guest_*

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Posted 18 August 2004 - 12:28 AM

How can u add bombs to the raptor so that the bombs would drop on ground targets and the missiles would fire at air targets. This is for original generals.

#2 AdmiralGT

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Posted 18 August 2004 - 10:14 AM

Change its Weapon Set. Give it a PRIMARY = AuroraBombWeapon and a SECONDARY = RaptorJetMissileWeapon. Unfortunately the Missiles still might attack ground targets since you cant edit a weapon to be Air to Air only I believe.

#3 Mastermind

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Posted 19 August 2004 - 08:18 PM

Yes, you can do that. One side effect though would be that the plane would not return to reload until it had emptied both clips. You would need to edit the weapon, and it wouldn't hurt to add PreferredAgainst lines to your weaponset.
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#4 Guest_the desperate_*

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Posted 29 August 2004 - 07:43 PM

or u can use tibed 2 and then change primary to aurabomb and secondary to stinger air missile (dont think the actual names is spelled like that you have to find them in tibed 2 sry) i think tibed 2 site is www.tibed.net

#5 Allied General

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Posted 01 September 2004 - 10:32 AM

what a unbalanced unit and don't use tibed it is buggy and messes up files.
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#6 Guest_Guest_*

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Posted 28 September 2004 - 04:57 AM

Here ya go:

On the bomb code add this:

AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes

On the missile code add this:

AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = No

For the raptor:

WeaponSet
Conditions = None
Weapon = PRIMARY [WHATEVER YOU CALL YOUR BOMB]
Weapon = SECONDARY [WHATEVER YOU CALL YOUR AIR TO AIR MISSILE]

End

WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY [WHATEVER YOU CALL YOUR BOMB]
Weapon = SECONDARY WHATEVER YOU CALL YOUR AIR TO AIR MISSILE
End

Behavior = JetAIUpdate ModuleTag_20
; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
End

#7 AdmiralGT

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Posted 28 September 2004 - 11:09 AM

Thats all well and good that code but it still creates the error that the plane will continue to fly until it has emptied both clips. This means you either have to select the plane to return to the airstrip yourself or force fire, however force firing wont work if you only have your missiles left.

Also, in your code you have an redundant module.

WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY [WHATEVER YOU CALL YOUR BOMB]
Weapon = SECONDARY WHATEVER YOU CALL YOUR AIR TO AIR MISSILE
End


This isnt needed since a) Its the same as the non upgraded weaponset b) You dont have a Upgrade module so it cant upgrade anyway. You might as well remove it since its not doing anything.

#8 adamstrange

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Posted 03 October 2004 - 07:07 PM

Thanks Admiral.

I thought that was a bug that i created because my jets would just keep circling in one spot.

So i guess there is no way around this. :p

#9 AdmiralGT

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Posted 04 October 2004 - 10:33 AM

I think there is a way around this. In the JetAI section of the Jet's code theres an Idle Time. You'll notice that when your jets are set to guard, after a short amount of time they'll go back to the airport to "refuel". If you set this idle time to 1 sec then it should stop the circling, however it also means they'll be useless guarding.




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