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Alternatives to the jumpjets


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#1 LEGO

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Posted 20 April 2006 - 11:05 AM

Hi! Again I come here for sth in A2A combat
I've made the plane-Locomotor veichels buildable from factory, without blocked at the gate.
Delete the "WeaponsFactory=yes" will avoid the bug
We now have a AI buildable dogfighter, so why use the jumpjets any more? :p

#2 OmegaBolt

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Posted 20 April 2006 - 12:30 PM

That will probably bugger something up, mostly the AI, i would think.

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#3 Allied General

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Posted 20 April 2006 - 12:32 PM

WeaponsFactory=
Can be set to 'yes' or 'no' and determines if this BuildingType is a Weapons Factory. Is used by the AI logic for production and targeting and also enables the structure to establish 'rally points' for its point of production.


Also dog fights look sh*te in an 2D engine.

You get an IE error when superweapons are used (u can remove the tag for it but not an good fix) and will affect ai logic and AFAIK rally points according to deezire.

Edited by Allied General, 20 April 2006 - 12:39 PM.

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#4 LEGO

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Posted 20 April 2006 - 11:32 PM

WeaponsFactory=
Can be set to 'yes' or 'no' and determines if this BuildingType is a Weapons Factory. Is used by the AI logic for production and targeting and also enables the structure to establish 'rally points' for its point of production.


Also dog fights look sh*te in an 2D engine.

You get an IE error when superweapons are used (u can remove the tag for it but not an good fix) and will affect ai logic and AFAIK rally points according to deezire.


for the AIs, just set the Foundation of this G/NAWEAP in ART.ini to 1*1 will make the AIs run again, with wavs of CAP F-15s(at least in CR and ORA2 it works ). :huh:

though superweapons is a problem I never found...
and IMO, true it's sh*te dog fights in an 2D engine, and it's sh*ter jumpjets, it's sh*test of all if no A2As. :(

#5 Allied General

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Posted 20 April 2006 - 11:54 PM

WeaponsFactory=
Can be set to 'yes' or 'no' and determines if this BuildingType is a Weapons Factory. Is used by the AI logic for production and targeting and also enables the structure to establish 'rally points' for its point of production.


Also dog fights look sh*te in an 2D engine.

You get an IE error when superweapons are used (u can remove the tag for it but not an good fix) and will affect ai logic and AFAIK rally points according to deezire.


for the AIs, just set the Foundation of this G/NAWEAP in ART.ini to 1*1 will make the AIs run again, with wavs of CAP F-15s(at least in CR and ORA2 it works ). :huh:

though superweapons is a problem I never found...
and IMO, true it's sh*te dog fights in an 2D engine, and it's sh*ter jumpjets, it's sh*test of all if no A2As. :(


what about other units and general graphical issues and rally points to be honest if u want A2A play generals.

also do these aircraft vehicles bank and move smoothly, also looks plain stupid if just hovering in air unless its a jumpjet helicopter/airship and its got infinite ammo and infinite fly time. (i.e. no need to return to an airfield)

Honestly all of that just to get aircraft.

If its an aircraft only mod fine otherwise dont.

Edited by Allied General, 20 April 2006 - 11:56 PM.

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#6 LEGO

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Posted 21 April 2006 - 12:21 AM

[/quote]

what about other units and general graphical issues and rally points to be honest if u want A2A play generals.

also do these aircraft vehicles bank and move smoothly, also looks plain stupid if just hovering in air unless its a jumpjet helicopter/airship and its got infinite ammo and infinite fly time. (i.e. no need to return to an airfield)

Honestly all of that just to get aircraft.

If its an aircraft only mod fine otherwise dont.
[/quote]

yes u r right but my computer can't run Generals... :(

Honestly after the 1*1 i found no significant problems...(maybe i didn't test enough)
and it's not hovering in air (it's more like a VTOL)
and it's not that plain stupid with infinite ammo and infinite fly time, otherwise it's same plain stupid with tanks, IMO.
Thanks for ur notices, i just hope Team Revenge not forget any tiny possibility to make D-DAY better...

BTW, i'm sorry for that double post caused by my terrible LAG. how can i delet it?

#7 Andre27

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Posted 21 April 2006 - 07:45 AM

Well at least study the idea. I'll remove the other topic.

This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Andre 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.


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#8 LEGO

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Posted 21 April 2006 - 10:46 AM

Well at least study the idea. I'll remove the other topic.


Thx, Andre

#9 LEGO

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Posted 30 May 2006 - 01:12 PM

seems you guys insist on jumpjet fighters, as no one say anymore about this :(
that's ok. but how do you show Manuverbility? as all the jumpjets are hard coded to share the same jumpjet turning rate and accelerate?

i tryed to set the whole plane as a turret, and add a body of Nothing, to represent difference in Manuverbility by ROT, then the combat feels much better than simply jumpjet as different (Speed,ROT) function will lead to different strategy of every fighter. but the down side i have to say is the Rotors don't rote as a part of turret, it only rotes when firing...

so what are the fighters in DDay going to be? i'd like to hear your decesions or opinions, plz?

BTW, if you afraid Delete the "WeaponsFactory=yes" will ruin the AI, it won't be a problem at least for naval units. it'd be awesome to have navalyard builded Hellcats massacre navalyard builded A6Ms which massacred navalyard builded Wildcats earlier, as i played several times :p

#10 Mig Eater

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Posted 30 May 2006 - 02:32 PM

TBH I haven’t looked into it yet & from what I can see it makes more problems then it fixes so I doubt I’ll use it. BTW you can easily customise the movement of jumpjet units using:

JumpjetSpeed=
JumpjetClimb=
JumpjetCrash=
JumpJetAccel=
JumpJetTurnRate=
JumpjetHeight=
JumpjetWobbles=
JumpjetDeviation=
JumpjetNoWobbles=

The normal Speed= & ROT= dont do anything AFAIK.


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#11 LEGO

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Posted 30 May 2006 - 11:56 PM

TBH I haven’t looked into it yet & from what I can see it makes more problems then it fixes so I doubt I’ll use it. BTW you can easily customise the movement of jumpjet units using:

JumpjetSpeed=
JumpjetClimb=
JumpjetCrash=
JumpJetAccel=
JumpJetTurnRate=
JumpjetHeight=
JumpjetWobbles=
JumpjetDeviation=
JumpjetNoWobbles=

The normal Speed= & ROT= dont do anything AFAIK.


of course i tried these for scores of times, and only some of them works. one time i made 3 aircrafts with JumpJetAccel=5,JumpJetTurnRate=5 and JumpJetAccel=10000,JumpJetAccel=10000, and JumpJetAccel=0.01,JumpJetTurnRate=0.01, and they all accelerate with the same pace, turn with the same circle... :p
i don't think it's my very computer's bug. so i afaik all the jumpjets share the same JumpJetAccel and JumpJetTurnRate, which i doubt are defined by 'jumpjet control'.

and even if you can make each jumpjet a different Accel, TurnRate, you still have problem that jumpjet don't turn without move, which means it must be armed Omnifire=yes weapon. i don't think it's a good choice if not a escort type B-17 or a AIM9X armed jet.

well normal Speed= doesn't work, all "speed"s i metioned was JumpjetSpeed=
and normal ROT= works if there is a turret, and only works on turret.

best regards.

Edited by LEGO, 31 May 2006 - 12:09 AM.


#12 Rattuskid

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Posted 01 June 2006 - 07:48 AM

Simple solution...

Keep jumpjets, but have their chassis art be blank, make the planes turrets. Offset the planes out a bit... and set the turretspins tag to true. Now the plane constantly moves (in local area patrol), the FLH will be fine because it is the turrent and the turret can be a charged one, like the Prism tank to allow you to have the plane turn or manuver while firing.

Bad idea, good idea?
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#13 Mig Eater

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Posted 01 June 2006 - 10:49 AM

Interesting approach but that's gona look bit lame, especially when they get shot at or when you try to select them.

Tell me does anyone actually use the waypoint system in RA2!? All you need to do is set your fighters in a looping waypoint & they will happily patrol any area you want attacking any enemy units that come within range & then go back to the patrol. It works beautifully & I don’t see a need to change it TBH.


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#14 DAA

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Posted 01 June 2006 - 03:29 PM

You should probably include it in D-Day

#15 Ash

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Posted 01 June 2006 - 03:39 PM

Interesting approach but that's gona look bit lame, especially when they get shot at or when you try to select them.

Tell me does anyone actually use the waypoint system in RA2!? All you need to do is set your fighters in a looping waypoint & they will happily patrol any area you want attacking any enemy units that come within range & then go back to the patrol. It works beautifully & I don’t see a need to change it TBH.

I don't use Waypoints...but that does make a lot of sense. ;)


You should probably include it in D-Day

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#16 Paladin58

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Posted 01 June 2006 - 04:20 PM

I just started using them again, since I've actually needed to start using ground patrols against AI.

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#17 Jeeves

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Posted 01 June 2006 - 10:20 PM

I use waypoints...

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#18 LEGO

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Posted 01 June 2006 - 11:56 PM

I like to use waypoint.
and I like more if an enemy use waypoint, which means their action is predictable, and ambuscadeable. :p

to Rattuskid: your idea solved the image some how, but what I want is a combat of which the result is decided be "manuverbility" rather than firepower/strength

#19 Rattuskid

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Posted 02 June 2006 - 04:59 AM

Interesting approach but that's gona look bit lame, especially when they get shot at or when you try to select them.


Yeah, I just tried it on a very basic level. The issues are worse than the benefits. The thing can't have propellor animations, because turrets on animate while firing... The thing looks odd when shot at with MGs or missiles (flak looks alright still because of spread) and it'll do lil' loop-de-loops when moving, which looks really odd.
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#20 Medusa

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Posted 02 October 2006 - 12:37 AM

A vehicle with flying locomotor will just circle the same place after destroying its target, and if a missile or any kind of projectile (Invisible works fine) is given to it it'll be very inaccurate... The only way to solve this problem is lower the flyinglevel and give it opportunity fire, and omnifire for the weapon. I should post this earlier...

Edited by Medusa, 02 October 2006 - 12:44 AM.

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