IPB

Welcome Guest ( Log In | Register )


> Aircraft beakthrough!
Team Black
post Jun 30 2007, 04:40 AM
Post #1


Core Defender
Group Icon

Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



(Yea, I posted it on PPM as well)
Well if you didn't know already, there's a technique where you can make aircraft out of vehicles by giving them a flying locomotor** and MovementZone=fly.
When a vehicle is made into an aircraft, it allows the aircraft to follow pretty much every logic that a vehicle supports -
HVA animation, troop transport, deploying, shp, harvesting (well, sort of...), and turrets, to name a few.

This method has 2 major problems:
1 - the unit can't reveal shroud - this can be more or less overcome by making the unit MoveToShroud=no, as most aircraft are anyways...

2 - the unit is invincible during flight - due to this characteristic, this method has been mostly disregarded, as it can easily cause gameplay & balance issues.

Up to this point, I've said pretty much everything we have already found out. So what's the breakthrough? get a load of this:



I told you in Jah's heli research thread I couldn't take "no" for an answer, and after doing some research of my own, I found that the flying vehicles WERE in fact vulnerable to two things:
>Firestorm defense, but more importantly:
>Railguns!

By making the railgun projectile AA=yes, they can successfully target, damage, and destroy flying vehicles!
Granted, it's not an ultimate flawless solution, as you'll need to make all your AA guns into railguns - but the important thing is that it's that it's possible, and that there IS a way to make hva anims, air transports, shp vehicles, and all that other cool stuff, without sending gameplay and balance to heck.

Dogfights? sort of.
I made these planes play a game of chicken - only one of them fired though, one time, then after that they just sat there floating. I had to order it to attack before it would fire again.


It should be also noted that they can shoot at stuff while landed (though the airplanes themselves don't need to be armed with railguns, of course tongue.gif )


**I've found that the jumpjet locomotor is best - the actual aircraft loco makes the unit get stuck on the war factory bib, unable to move, and disabling further warfactory production.

Selling/undeploying the warfactory frees the aircraft, but I would deem it too unpractical to do that for each new aircraft that you make -

it should be noted, also, that units with the the jumpjet locomotor take a decent amount of time to "get out" of the warfactory, meaning, that no other units can be produced while it's exiting the War Factory. I'd advise giving your aircraft some good speed and/or editing the [jumpjet controls] section, to achieve the most desirable result . This means, that this method would be best for things like helicopters and hot air balloons, but probably not for actual planes.

>If you found any of this useful, please be sure to let me know, it did take some testing till I achieved this info, thanks smile.gif


--------------------
Go to the top of the page
 
: | +Quote Post
 
Start new topic
Replies
Roadwarrior
post Dec 22 2007, 04:23 AM
Post #2


Attack Buggy
Group Icon

Group: Members
Posts: 231
Joined: 22-October 06
From: ɐɯoɥɐlʞo
Member No.: 93
Alliance: GDI
Favorite game: Tiberian Sun



more off-topicness

QUOTE (BlackieChan @ Dec 21 2007, 02:37 PM) *
Roadwarrior, where'd you get the UH-1 Iroquois?
UH-1 Iroquois? "google's..."oh, ok you mean the huey".i made it cool.gif it will be in my mod(click sig for link)

On topic

@TB:i didn't think to make the rotors a turret.And BTW MoveToShroud=no only makes it so you cant click on shroud GuardRange= should be at 1 so it wont fly off.

This post has been edited by Roadwarrior: Dec 22 2007, 04:32 AM


--------------------
I shall confuse you all! Muhahahahaha!

****Updated Mar 20 2008**** Don't forget to comment
Voxels:
UH-1 Huey Spotlighted
Possible mods i will make for Tibsun:
CnC:Terminator:Judgment Day
Go to the top of the page
 
: | +Quote Post
Wiggles
post Dec 23 2007, 04:35 PM
Post #3

Technician
Group Icon

Group: Members
Posts: 3
Joined: 23-December 07
From: England
Member No.: 1,081
Favorite game: Tiberian Sun



Sorry if i'm repeating what might have been said already but... About the warfactory bit, couldn't you just set it so that the flying vehicle appears on a helipad instead of out of the war factory? And it is possible to have flying transports in Tiberian Sun... I've got 3. Just use this code... It works to a certain extent. (dropship as example)

[DSHP]
Name=Dropship
Primary=Bomb2 (i made it's projectile invisible, and does 0 damage, effectively unarmed)
Prerequisite=GAHPAD,GATECH
Strength=500
Category=Transport
Armor=heavy
TechLevel=9
Sight=8
RadarInvisible=no
carryall=no
Landable=yes
MoveToShroud=no
Dock=GAHPAD
PipScale=Passengers
Passengers=5
Speed=15
PitchSpeed=1.1
Owner=GDI
Cost=2000
Points=20
ROT=5
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I034,30-I036
FlightLevel=1500
MaxDebris=9
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=10
SlowdownDistance=1250
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=DROPUP1 ;Taking off
AuxSound2=DROPDWN1 ;Landing

It can fly about and land like a normal fighter, and can carry infantry about, but with infantry inside it, it will go back to one of your units and fly around like a retard. You can use paratroopers like this, and it can only deploy by actually clicking it, then clicking it again, the deploy shortcut doesn't work...
I also noticed that if you do this to the orca transport, in some of the missions where you have to evac civilians, the orca transport will start attacking your people. This is probably because of the houses aren't allied, but it's pretty funny to watch.
But yeah, awesome break-through, maybe that could be used to get rid of the stupidness of what I did.
Oh, and can you make say a flying Amphibious APC using the movementZone=Fly and the aircraft locomotor?
Go to the top of the page
 
: | +Quote Post

Posts in this topic
- Team Black rocks   Aircraft beakthrough!   Jun 30 2007, 04:40 AM
- - ChielScape   make sure which railgun specific tag causes this p...   Jun 30 2007, 07:13 AM
- - jadems   That's wicked! Can we use it for TCM? We c...   Jun 30 2007, 10:57 AM
- - Creagor   As posted on PPM: You know,it may not be because ...   Jun 30 2007, 11:04 AM
|- - Lin Kuei Ominae   just adding the AmbientDamage tag doesn't work...   Jun 30 2007, 12:55 PM
- - The DvD   Does it have to be a railgun, or do other particle...   Jun 30 2007, 02:27 PM
|- - Lin Kuei Ominae   i don't know how an explosion particle has to ...   Jun 30 2007, 02:31 PM
|- - The DvD   QUOTE (Lin Kuei Ominae @ Jun 30 2007, 04...   Jul 2 2007, 02:51 PM
- - Nod Strike   Would it be possible to make another animation for...   Jun 30 2007, 02:42 PM
|- - Lin Kuei Ominae   i think you can make it quite invisible. Set numbe...   Jun 30 2007, 02:53 PM
- - Team Black rocks   So you can make the railgun itself invisible, and ...   Jun 30 2007, 04:39 PM
|- - Lin Kuei Ominae   QUOTE (Team Black rocks @ Jun 30 2007, 04...   Jun 30 2007, 08:30 PM
- - Blacksilence   cool thx team black   Jul 1 2007, 01:58 PM
- - CommanderSpartan   Huh, why not make a firestorm weapon, I saw one in...   Nov 17 2007, 07:01 AM
- - jadems   Did the firestorm weapon fire from the Civilian ar...   Nov 17 2007, 11:37 AM
- - Team Black   Even if you could, the firestorm is a one-hit kill...   Nov 17 2007, 04:12 PM
- - Roadwarrior   (sorry if this isn't new ) Here is somethi...   Dec 21 2007, 03:39 AM
- - Team Black   well I kinda knew that already, but thanks for sha...   Dec 21 2007, 03:51 AM
- - Roadwarrior   oh, ok when i saw that i was like omg wow O _ O   Dec 21 2007, 04:00 AM
- - TSHyper   TB, Rotor Effect? how so?   Dec 21 2007, 05:20 AM
- - Aro   Correct me if I'm wrong, but I thought rotors ...   Dec 21 2007, 05:58 AM
|- - Lin Kuei Ominae   they work, but only as an animated voxel section o...   Dec 21 2007, 10:29 AM
- - Team Black   Rotors work fine, and air transports. Watch this v...   Dec 21 2007, 04:49 PM
- - Aro   It's ashame the shadow's don't work co...   Dec 21 2007, 05:04 PM
- - Team Black   You can use ShadowIndex= in art.ini to maxe the ma...   Dec 21 2007, 05:11 PM
- - TSHyper   Hmm, Interesting stuff there mate. So you got it ...   Dec 21 2007, 05:51 PM
- - Team Black   I'm thinking these will work best as FreeUnits...   Dec 21 2007, 05:55 PM
- - Team Black   Thanks for sharing your info, though making it an ...   Dec 23 2007, 08:54 PM
|- - Wiggles   But then you would lose your war factory because t...   Dec 23 2007, 10:45 PM
- - Team Black   QUOTE But then you would lose your war factory bec...   Dec 24 2007, 12:08 AM
- - CommanderSpartan   Sorry for the 2 year bump, but I realized that JJ ...   Jul 6 2009, 11:14 AM
- - Team Black   I couldn't really think of any way to enable a...   Jul 14 2009, 03:23 PM
- - Lin Kuei Ominae   it would be interesting to hear from Hyper if the ...   Jul 15 2009, 12:17 PM


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 30th May 2025 - 08:12 PM


XGhozt.com