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Pareshuiting units & the falling objects


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#1 Guest_Guest_Ice4s_*_*

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Posted 31 August 2004 - 08:38 AM

Hi

I got an big problam....
I maked an bildable C-130 transport plane.
I can sand the units inside & i can drope out tham.... without paresuit
It's fun but not usefole... when i tryed to add paresuit script from the original one the plane dosent takeoff from the airfield.... It's borned and dont moved an 1 mm
i could load it with units but those are stay there for the ethernety...

Other and not seruis problam... my bommers bombs some times dont detonate when thay hit the ground (usuali at cliffs and side of highrise or hills) how can i make that the bombs allways detonate in ?

Heres the script....

********************************************************************

;------------------------------------------------------------------------------
Object B-52HBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = EXAMine_A
End
End

; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
VisionRange = 0.0

; *** AUDIO Parameters ***

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = PhysicsBehavior ModuleTag_03
Mass = 75.0
AerodynamicFriction = 2 ; this is now friction-per-sec
ForwardFriction = 2 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End

; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
; but there's a good reason: the Aurora moves so freakin' fast that it's really
; hard to (1) find a reliable drop location, and (2) actually get it close enough to
; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
; navigation on the way down. This works pretty well and actually looks much better
; than you might think. (srj)
Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
End
Locomotor = SET_NORMAL FreeFallLocomotor ; yes, that's right.

Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 0.75 ;Collision major radius
GeometryMinorRadius = 0.75 ;Collision minor radius
GeometryHeight = 0.75 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry
Scale = 0.825
End

********************************************************************

#2 Mithril

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Posted 31 August 2004 - 09:03 AM

{Moved to Generals Editing, people, whenever you work with WB it can be associated with SCRIPTING, any INI modification is called coding :) }



I'd say you need a TransportContain module if you want to contain parachutes..
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#3 Mastermind

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Posted 31 August 2004 - 03:18 PM

The parachutes, good luck. No one has found a working solution yet. For the bombs, check in weapon.ini, and see if you can add a collideswith= that has something to do with terrain or ground.
:)
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#4 AdmiralGT

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Posted 31 August 2004 - 05:44 PM

Random thoughts here, not actually tested but couldnt you use something similar to the pilot ejecting. When he ejects he falls with a parachute, surely you can create a button which parachutes out garrisoned units rather than the pilot?

#5 Mastermind

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Posted 31 August 2004 - 06:41 PM

That's done through an OCL, and AFAIK you can't just create an OCL with unit's in a transport. It would be nice, but I don't believe it works. If you check the tutorial download section at GenDev you can find my solution to the problem. I do have another idea I might try after the release of GenDev.
:)
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#6 Mithril

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Posted 31 August 2004 - 06:49 PM

After the release of GenDev? I suppose you mean the release of Defcon, no?
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#7 Ice4s

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Posted 31 August 2004 - 08:21 PM

Thx those tips, i try tham :)
Other...
Today i just maked for the GLA the Suicide Jet (civiltranport plane model...)
It's loking freaky good....
I just want to make that the plane when it's enough clouse the target its turn in to it.... It could be posible to make an projectel, when the plane is enought close make an suiside and fire the projectle plane that fly in to the target (ground or air :) ) is this psible ?

#8 AdmiralGT

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Posted 31 August 2004 - 09:03 PM

If I understand your question corectly, what you want to do is create a GLA Airplane that crashes into the ground destroying stuff. Off the top of my head the only way I can think of is to give the GLA a weapon which uses the Airplane as its object. In doing this you'll also need to kill the Jet when it fires the "weapon" but kill it so that it doesnt create any debris. This should mean the flying plane disappears and a Jet falls to the ground towards the target.

I think that should work, dont quote me on it though but its the only way I can think of.

#9 Mastermind

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Posted 31 August 2004 - 11:14 PM

After the release of GenDev? I suppose you mean the release of Defcon, no?

<{POST_SNAPBACK}>

Yeah. I think you've got it right. Must have been a Freudian slip. Anyway, yeah. AdmiralGT has it more or less right on the suicide weapon.
:)
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#10 beng

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Posted 03 July 2008 - 02:31 PM

On the airliner crashing as a weapon: give it the JetAI module from aurora jet and have the attack locomotor a thrust one like scorpionmissilelocomotor, and give the plane a suicide weapon like a car bomb.

See:
http://www.cncmaps.c...?showtopic=2398

For a working map.ini version of this where the airliner can also take off and land at an airport, using scripts and trigger areas to change locomotors.




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