IPB

Welcome Guest ( Log In | Register )


> Fighters, Trying to figure something out.
Arsenal 121
post Jun 21 2010, 01:51 AM
Post #1


Disc Thrower
Group Icon

Group: Members
Posts: 78
Joined: 3-June 07
From: Misplaced Dallas Native
Member No.: 956
Alliance: GDI
Favorite game: Tiberian Sun



I've been trying to figure out how to make the Orca Fighter and the Harpy gunship act in a manner similar to the Rocketeer and Siege Chopper in RA2/Yuri's Revenge.

What I'm trying to do is make them act more like Close Air Support but not make them game breakers. I know I managed to glitch the Jumpjet infantry into staying airborne once but I can't remember what tags I messed with. So any help is appreciated.


--------------------
"The soldier who has died due to the failure of his officer is a crime before God. Study hard, young lieutenant. Prepare yourself well. Burn the midnight oil so that in your old age you shall not look down at your hands to find his blood red upon them." - Gen George S. Patton

Go to the top of the page
 
: | +Quote Post
 
Start new topic
Replies
Arsenal 121
post Jun 22 2010, 08:09 PM
Post #2


Disc Thrower
Group Icon

Group: Members
Posts: 78
Joined: 3-June 07
From: Misplaced Dallas Native
Member No.: 956
Alliance: GDI
Favorite game: Tiberian Sun



I'm going to have to redo the code for Rocket Pods and, when I figure that out, get to work on strafing runs for the Harpy.

When I get it to work I'll post the code.

EDIT: Okay, good news. I got the Rocket Pods to work again.

[RocketPods]
Damage=23
ROF=3
Range=5
Projectile=RocketStrafe
Speed=30
Warhead=ORCAAP
Burst=5
Report=MISL1,MISL2

For the projectile use this:

[RocketStrafe]
Arm=2
High=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=MISLSAM
ROT=1

I'm going to try and get an actual machine gun strafing run going for the Harpy. I might needs some help...

And before I forget there's an issue that's been haunting me:

The Orca and Harpy have a bad habit of wanting to head back to their respective helipads after they've destroyed a target. They orbit the helipads like they want to land but because of the changed code they can't. Even selling the pad doesn't help, they try and head for the nearest friendly structure. If there's a way to make them come in from off the map without occupying the airfield I'd love to hear it.

This post has been edited by Arsenal 121: Jun 22 2010, 09:29 PM


--------------------
"The soldier who has died due to the failure of his officer is a crime before God. Study hard, young lieutenant. Prepare yourself well. Burn the midnight oil so that in your old age you shall not look down at your hands to find his blood red upon them." - Gen George S. Patton

Go to the top of the page
 
: | +Quote Post
Lin Kuei Ominae
post Jun 23 2010, 03:59 PM
Post #3


Stealth Tank
Group Icon

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun



^^since they'll never be able to land again and reload, it's a necessity that they have unlimited ammo.

I might be wrong, but i think it's impossible to stop them flying back automatically after they have killed an enemy.

QUOTE (Arsenal 121 @ Jun 22 2010, 09:09 PM) *
I'm going to try and get an actual machine gun strafing run going for the Harpy. I might needs some help...

That's not very difficult, if you use the orca overrun missile as a pattern. Just make sure you remove the Inviso=yes key from the harpy projectile as this prevents overrun attacks too.

This post has been edited by Lin Kuei Ominae: Jun 23 2010, 04:01 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
: | +Quote Post
KajiTetsushi
post Jun 23 2010, 07:22 PM
Post #4


Flamethrower Infantry
Group Icon

Group: Members
Posts: 141
Joined: 22-October 06
Member No.: 92



QUOTE (Lin Kuei Ominae @ Jun 23 2010, 11:59 PM) *
^^since they'll never be able to land again and reload, it's a necessity that they have unlimited ammo.


I'm not so sure. I based this on my experience with landable modded Harpies that had unlimited ammo (which I'm currently using). The unlimited ammo somehow made them look for fights on their own than return to a Helipad. If I got it right, Arsenal also has to remove Dock=GAHPAD,NAHPAD also for this to work. I know my modded Harpy had those two important things.


--------------------
Go to the top of the page
 
: | +Quote Post



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: 21st July 2025 - 03:00 PM


XGhozt.com