Jump to content


Photo

Dropships in RA2/YR


  • Please log in to reply
5 replies to this topic

#1 Allied General

Allied General

    C&C Guild

  • Hosted
  • 6,922 posts
  • Location:United Kingdom
  • Projects:AGSA
  •  Modder

Posted 23 April 2009 - 11:23 PM

Well Dropships still work in RA2/YR but slightly differently from TS days
(i.e. spawn on map variants)

; sample code

; Dropship
[DSHP]
UIName=Name:DSHP
Name=Dropship
Strength=1000
Category=AirLift
DeployTime=.022
Armor=heavy
Landable=yes
TechLevel=-1
Sight=0
PipScale=Passengers
Speed=18
PitchSpeed=.4
PitchAngle=0
RadarInvisible=no
Owner=British,French,Germans,Americans,Alliance
Cost=0
Points=25
ROT=5
Selectable=no
Passengers=12
SizeLimit=6
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
IsDropship=yes
FlightLevel=1600
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0
SlowdownDistance=2000
DamageParticleSystems=SparkSys,SmallGreySSys
LegalTarget=no
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
Trainable=no
Landable=yes


The taskforce should be the DSHP and the associated units, vehicles, infantry whatever but take into account the sizelimit, passenger logic introduced in RA2.

The script should simply be unload (lose transport keep units) and scatter

in teams, make sure full is checked and the waypoint is where is it spawns and unloads.

Now heres the oddities

- The transports will only unload at the waypoint which spawned them e.g. if you say under teams spawn under waypoint 10 it will unload at waypoint 10, even if you tell it to move to say waypoint 11 and unload.
- once the unit finishes unloading and the units move out, the DSHP will do a hardcoded flying off the screen.
Posted Image

#2 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 24 April 2009 - 10:51 AM

shouldnt this be in turtoial forum?

#3 Allied General

Allied General

    C&C Guild

  • Hosted
  • 6,922 posts
  • Location:United Kingdom
  • Projects:AGSA
  •  Modder

Posted 24 April 2009 - 11:26 AM

Its more of a discussion on its current logic.
Posted Image

#4 Mig Eater

Mig Eater

    5700 vxl files & counting...

  • Undead
  • 5,833 posts
  • Location:Eindhoven
  • Projects:D-Day
  •  Teh workaholic

Posted 24 April 2009 - 02:45 PM

What about if you preplace it on the map(/off map) & don't spawn it?


Posted Image
Posted Image


#5 StormRider

StormRider
  • Hosted
  • 34 posts
  • Location:Land of NOD

Posted 24 April 2009 - 10:32 PM

This is possible to make superweapon, like paradrop? But with dropship logic

Edited by StormRider, 24 April 2009 - 10:35 PM.

One Vision! One Purpose!

#6 Allied General

Allied General

    C&C Guild

  • Hosted
  • 6,922 posts
  • Location:United Kingdom
  • Projects:AGSA
  •  Modder

Posted 24 April 2009 - 11:07 PM

What about if you preplace it on the map(/off map) & don't spawn it?


By all means experiment.


This is possible to make superweapon, like paradrop? But with dropship logic


Afaik no, because it relys on trigger, event, action logic and waypoints on a map
Posted Image




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users