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How to get a good take off with a Hind?


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#1 xstax

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Posted 02 August 2006 - 10:42 PM

For a challenge, I made an Mi-35 Hind. I gave it a workaround for the takeoff/landing sound. Simply give it an undeploy sound for landing, and a deploy sound for taking off. In addition, it would land on its own if I didn't add this in.

Now for the problem, when I deploy it in mid-air, it deploys fine. It sits down and does what I want it to do. But when I go to get it to take off again, it makes the sound like it takes off, but it sits there, and won't rise. I can get it off the ground by telling it to move after I deploy it, but its unnerving if it is under fire (and plus it won't sound right taking off).

Is there a way to fix this? I've tried adding different tags from the Siege Chopper, but none seem to do the job.

Edited by xstax, 02 August 2006 - 10:52 PM.


#2 Paladin58

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Posted 02 August 2006 - 10:56 PM

Perhaps you should use the Nighthawk tags instead. Either that, or I'm talking gibberish...

OLD SIG
When history witnesses a great change Razgriz reveals itself,
first as a dark demon. As a demon it uses it power to rain death upon the land,
and then it dies. However after a period of slumber Razgriz returns
As the demon sleeps, man turns on man.
Its own blood, and madness soon cover the earth.
From the depths of despair awaken the Razgriz.
Its raven wings ablaze in majestic light.
Amidst the eternal waves of time
From a ripple of change shall the storm rise
Out of the abyss peer the eyes of a demon
Behold the Razgriz, its wings of black sheath
The demon soars through the dark skies
Fear and Death trail its shadow beneath
Until Men united wield a hallowed sabre
In Final Reckoning, the beast is slain.
Razgriz intrerpretation

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#3 xstax

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Posted 03 August 2006 - 01:13 AM

The Nighthawk doesn't have a DeployToLand tag though...

#4 Jeeves

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Posted 03 August 2006 - 01:16 AM

Thats normal, I think. I'm yet to see deploy to land aircraft that take off when undeployed.

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#5 xstax

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Posted 03 August 2006 - 01:29 AM

Is there a workaround for this? I was thinking put the landed Hind into a SHP file, and use it as a dummy building. But, alas I'm no good at SHP building, and will do that as a last resort.

#6 Jeeves

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Posted 03 August 2006 - 01:36 AM

Take screenshots of the voxel, cut it out, and convert that to SHP for the building art. Or copy Siege Chopper's deploy into unit logic, where theres the unit for deployed and undeployed states.

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#7 xstax

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Posted 03 August 2006 - 02:47 AM

Will do, thanks :D

#8 OmegaBolt

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Posted 03 August 2006 - 01:51 PM

A simple deployer like the Seige Chopper does that. Maybe if you just add the tag DeployToLand=yes it would do that.

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#9 xstax

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Posted 03 August 2006 - 03:58 PM

DeployToLand=yes is already in there.

#10 Allied General

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Posted 04 August 2006 - 12:04 AM

Show us your complete code so we don't have to guess like finding a needle in a haystack.

Edited by Allied General, 04 August 2006 - 12:05 AM.

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#11 lefthand

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Posted 04 August 2006 - 12:29 AM

I've done this before but what does your undeployed hind convert into? In order for it to deploy/undeploy successfully you need to make sure it is doing this between two different units.
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#12 xstax

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Posted 04 August 2006 - 01:38 PM

Sorry for not answering sooner....

Here is its code:

; Soviet Hind
[HIND]
UIName=Name:HIND
Name=Mi-35 Hind
;Image=SHAD
Prerequisite=NAWEAP,TECH
Primary=Maverick002
Secondary=Maverick002
Strength=300
Category=AirPower
JumpJet=yes
Armor=heavy
TechLevel=7
Sight=7
Speed=9
PitchSpeed=1.1
JumpjetSpeed=30;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Africans
Cost=2500
Soylent=1400
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackAir
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1};flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5};jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff;Taking off
;AuxSound2=BlackOpsLanding;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
;CanPassiveAquire=no; Won't try to pick up own targets
SpeedType=Hover
MoveSound=HavocMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=Maverick002
EliteSecondary=Maverick002
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
;UnloadingClass=SCHD
;DeployingAnim=SCHPDEPL
DeployFire=yes
Turret=no
DeployToLand=yes
IsSelectableCombatant=yes; TR
DeploySound=HavocLanding
UndeploySound=HavocTakeOff


#13 xstax

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Posted 04 August 2006 - 01:59 PM

Okay, I made a stationary unit out of the Hind, but it won't deploy at all. Here is the code for both of them.

; Soviet Hind
[HIND]
UIName=Name:HIND
Name=Mi-35 Hind
;Image=SHAD
Prerequisite=NAWEAP,TECH
Primary=Maverick002
Secondary=Maverick002
Strength=300
Category=AirPower
JumpJet=yes
Armor=heavy
TechLevel=7
Sight=7
Speed=9
PitchSpeed=1.1
JumpjetSpeed=30;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Africans
Cost=2500
Soylent=1400
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackAir
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1};flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5};jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff;Taking off
;AuxSound2=BlackOpsLanding;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
;CanPassiveAquire=no; Won't try to pick up own targets
SpeedType=Hover
MoveSound=HavocMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=Maverick002
EliteSecondary=Maverick002
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
;UnloadingClass=SCHD
;DeployingAnim=SCHPDEPL
DeployFire=yes
Turret=no
DeployToLand=yes
IsSelectableCombatant=yes; TR
DeploySound=HavocLanding
DeploysInto=HINDD

;GEF This is a dummy unit used to hold the image of the deployed Hind
; Deployed Hind
[HINDD]
UIName=Name:Hind
Name=ZZZ Deployed Hind
Prerequisite=NAWEAP
Primary=Maverick002
Strength=200
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=11
Sight=7
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1000
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackLand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1};flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5};jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff;Taking off
;AuxSound2=BlackOpsLanding;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no; Won't try to pick up own targets
SpeedType=Hover
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=Maverick002
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
;UnloadingClass=HIND
;Turret=yes
DeploySound=HavocTakeOff
DeployFire=yes
DeployToLand=yes
UndeploysInto=HIND

Art code:
[HINDD]; Deployed Hind Dummy
;Cameo=
Voxel=yes
UseBuffer=yes
DisableVoxelCache=yes
DisableShadowCache=yes
Remapable=yes
TurretOffset=50
PrimaryFireFLH=175,0,10
ShadowIndex=1

[HIND]
Cameo=HINDICON
AltCameo=HINDUICO
Voxel=yes
UseBuffer=yes
DisableVoxelCache=yes
DisableShadowCache=yes
Remapable=yes
TurretOffset=50
PrimaryFireFLH=175,0,10
ShadowIndex=1


#14 Allied General

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Posted 04 August 2006 - 02:06 PM

Answer is easy ....

HINDD should be in [VehicleTypes] number list e.g. 150=HINDD

DeploysInto=HINDD ; remove

[HIND]
; UnloadingClass=HINDD ; remove the ; from the comment

[HINDD]
;UnloadingClass=HIND ; remove the ; commet

Use

DeployingAnim=DUMMY ; this is the animation to show deploying, not nessecary for a hind

Only [VehicleTypes] can DeploysInto= [BuildingTypes] and Only [BuildingTypes] can UndeploysInto= [VehicleTypes]

Simple Deployer logic is use for [VehicleTypes] to turn into stationary [VehicleTypes]

The Tick Tank, Artillery and Mobile Sensor Array all use VehicleType into BuildingType logic.

If it does automatically fly up after undeploying then maybe [SCHP] has some special coding like [COW] but unlikely.

Edited by Allied General, 04 August 2006 - 02:12 PM.

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#15 xstax

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Posted 04 August 2006 - 02:29 PM

Thank you AG :p

#16 BobingAbout

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Posted 04 August 2006 - 02:38 PM

I'm thinking of a tag....
BalloonHover=yes
dunno if it helps at all....
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#17 xstax

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Posted 04 August 2006 - 03:19 PM

Oh well, it works anyways... :p

#18 ihateharriers

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Posted 08 August 2006 - 10:13 PM

are you using a voxel as a [BuildingType] when the Hind deploys? afaik you can do this if you add it to the buildingtypes list and just use the same art entry with Voxel=yes present there, like the grand cannon turret. not sure though, so could clarify cause i'm prolly gonna be doing something similar with my mod, but wasn't quite sure if it would work.
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Congrats, mate!!

#19 Allied General

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Posted 09 August 2006 - 12:01 AM

buildings cannot be voxels and topic locked
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