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I found a workaround in TS for the BalloonHover key which is known from RA2.
Just set the speed of an air unit to 3 or lower. Then it isn't able to land anymore. I assume that with this low value, it can't reach the point anymore, where it has to be to start the landing process.
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Hmm, very interesting. I have not noticed any check for the speed in the landing and target cell code, perhaps it just looses it target cell and sits there with no mission...
Group: Members
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Joined: 14-November 06
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Can you check if DeaccelerationFactor is used by aircrafttypes too? I tested it, but nothing changed. My intention was to use this to have faster balloonhover units, but it doesn't worked.
YEAH, i found another and now very well working workaround
Give an air unit SlowdownDistance=1. With Speed=10 or higher it is too fast to land and this way circles around the landing point. And in addition it looks really great ingame how it flies around the target point.
\EDIT use SlowdownDistance=0.01 and it is unimportant how fast/slow the unit is. It always works and can't land anymore.
This post has been edited by Lin Kuei Ominae: Mar 16 2008, 04:47 PM
Group: Members
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Joined: 14-November 06
From: Germany
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Favorite game: Tiberian Sun
i tested it with overrun weapons like the proton cannon of the scrin and orcabombs and they work. only weapons that force the unit to shuffle in air have some problems. (like MGs or Rockets)
So for SlowdownDistance=0.01-BalloonHover units you should use bombs/proton cannons and for Speed=3-BalloonHover units you can use normal weapons.
Hint: You can try to abuse the split logic of the reaper missiles to give an overrun bomb a second stage that acts like a missile.
This post has been edited by Lin Kuei Ominae: Mar 16 2008, 06:38 PM