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> speedtype=winged ?, and flight characteristics
Lin Kuei Ominae
post Jun 24 2007, 10:42 PM
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Does anyone knows what this does or was planned for?
I've found this in game.exe and tested this on the Hover MLRS. But after i build an HVR, it got instantly destroyed after leaving the factory.

This post has been edited by Lin Kuei Ominae: Jun 27 2007, 09:59 PM


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Ixith
post Jun 25 2007, 01:10 AM
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well i did a search in the rules.ini for that tag and the only things that really showed up were the AAPC and the HMLRS.

but i can assume its to tell how the game's terrains affect each unit and to specificly tell which unit uses which. looking farther into the rules.ini you will see the Land Characteristics which has something like the following.

; clear grassy terrain
[Clear]
Foot=90%
Track=70%
Wheel=70%
Float=0%
Hover=100%
Amphibious=80%
Buildable=yes

; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Hover=100%
Float=100%
Amphibious=80%
Buildable=no

I believe thats all the speedtypes there are to use. So overall i think it relates each speedtype to how they will react on different terrains.
I think the main reason none of the other vehicles need those entries is because its hard coded into their locomotor?

rofl just now figured out your talking about the winged part lol. sorry. i can only assume its a hardcoded version of those to allow air craft to go using 1 speed over all terrains and maybe something for their landing and take offs

This post has been edited by Ixith: Jun 25 2007, 02:01 AM


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Team Black
post Jun 25 2007, 01:46 AM
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Apparently, all aircraft by default have speetype=winged

You may have already seen Jah's helicopter research


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Lin Kuei Ominae
post Jun 25 2007, 02:00 PM
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thanks for the advice
oh while we're already by (at?) aircrafts. Why do the Banshee and the Orcabomber overfly their targets like planes, while the orca and harpie don't do this?
Is there a way to create an aircraft that behaves like the Scrin/Orcab?

I assume it has something to do with the attached weapon. If it's a bomb the unit overflies the target. But this doesn't explains the Scrin.

This post has been edited by Lin Kuei Ominae: Jun 25 2007, 02:01 PM


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Team Black
post Jun 25 2007, 03:58 PM
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My guess is that it's the weapon - I think I remember a while ago, giving the harpy a CyCannon - which made it fly like a banshee


EDIT: looking at the weapons, I see that both the harpy and orca fighter projectiles are AA=yes

Even though it obviosly doesn't make em shoot at air targets, I'm getting the suspicion that it might be the key as to how the aircraft fires it (plane vs. coptor)

I'm testing it quick....

EDIT2: changed AA=yes to AA=no, and AA=no to AA=yes >>>>nope, no change.

I wouldn't think that it's a hardcoded thing, though I'm still convinced it's got to be in the weapon somehow

EDIT3: it IS the weapon - I switched up the HarpyClaw and the Proton, and that made the banshee and harpy switch behaviors as well -
Banshee acted like a coptor, and harpy acted like a plane.

Attached Image

Now, to figure out exactly what decides the behaviors... hmm.gif my next guess would be ROF:

CODE
HarpyClaw ROF=36
Hellfire ROF=50
Proton ROF=3
Bomb ROF=10

the planes have a consierably small ROF in comparison to the helicoptors...

This post has been edited by Team Black rocks: Jun 25 2007, 04:36 PM


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Lin Kuei Ominae
post Jun 25 2007, 09:04 PM
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that sounds plausible, but if it is ROF, then a ROF=15 for Proton would still let it fly like a plane (tested). It just fires on much longer path. Another question would be, how i can change the number of shots fired at each attack. eg i want a scrin firing only 2 shots per attackflight.

This post has been edited by Lin Kuei Ominae: Jun 25 2007, 09:08 PM


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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)
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jadems
post Jun 27 2007, 11:28 AM
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Could you put you big ROF and then give it burst 2?


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KajiTetsushi
post Jun 27 2007, 03:21 PM
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QUOTE (jadems @ Jun 27 2007, 07:28 PM) *
Could you put you big ROF and then give it burst 2?


With anything of a burst > 1, you're going to end up with a helicopter curly shuffle again.
The ROF is a good idea, though. Try making the ROF long enough so that it fires two shots only.


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Team Black
post Jun 27 2007, 03:56 PM
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yeah, trial and error looks like the best approach to do something like that


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Lin Kuei Ominae
post Jun 27 2007, 09:18 PM
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with ROF=50 it fires its last shot 2-3 screens far away from the target and it always shoots 5 times.
with ROF=100 it passes almost the half map before it turns for the next attack

with ROF=3 and Burst=2 it still flies like a plane

This post has been edited by Lin Kuei Ominae: Jun 27 2007, 09:22 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.
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ORCACommander
post Jun 28 2007, 01:56 AM
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I put a burst of 2 on dubazacs night claw and it doesn't curly shuffle so it is still determined byt the tag in audiovisual and the weapon's rof


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