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Aircraft with InitialPayload passengers?
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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Fri Aug 14, 2020 9:26 am    Post subject:  Aircraft with InitialPayload passengers?
Subject description: imitation of aircraft auto-turret
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Im trying to make something like aircraft with auto-turret that shoots in flight without using main primary gun and ammo... I made fake unit and put it inside my aircraft(it has 3 ammo) and when i did tests my aircraft can shoot at all neither primary nor passenger weapons, but in some cases it shoots but only once... Is there way to make this thing real?

All weapons used there has Omnifire, all units has oportunityfire and aircraft has opentopped

Code:

[VALK]
UIName=Name:VALK
Name=Valkyrie
Prerequisite=DOHHPAD,DTECH
Primary=ValkyrieWave
ElitePrimary=ValkyrieWaveE
DeathWeapon=AircraftDeathWeapon
CanPassiveAquire=yes
CanRetaliate=yes
SlowdownDistance=1500
Strength=335
Turret=yes
OmniFire=yes
Category=AirPower
Armor=dh_valk
CloakStop=yes
TechLevel=8
Sight=9
ProtectedDriver=yes
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
AirRangeBonus=3
Dock=DOHHPAD,GAAIRC,NAAIR,GAHPAD,YAAIRF
PipScale=Ammo
Speed=26
PitchSpeed=.9
PitchAngle=.2
TurboBoost=yes
Owner=MYCOUN
RequiredHouses=MYCOUN
Cost=1700
BuildTime.Cost=1500
Soylent=600
Crashable=yes
Points=25
ROT=6
Ammo=3
Crewed=no
ConsideredAircraft=yes
AirportBound=yes
ImmuneToVeins=yes
ImmuneToPsionics=yes
GuardRange=30
Explosion=TNKEXPSML,TNKEXPMED
MaxDebris=3
IsSelectableCombatant=no
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,SELF_HEAL
EliteAbilities=RADIMMUNE,FIREPOWER,FASTER,UNWARPABLE
Fighter=yes
AllowedToStartInMultiplayer=no
PreventAttackMove=no
SelfHealing=yes
SelfHealing.Rate=.02
SelfHealing.Amount=25
SelfHealing.CombatDelay=140
CanBeReversed=no
Passengers=1
Passengers.Allowed=VALKADD_1
Survivor.RookiePassengerChance=0%
Survivor.VeteranPassengerChance=0%
Survivor.ElitePassengerChance=0%
InitialPayload.Types=VALKADD_1
InitialPayload.Nums=1
SizeLimit=1
PipScale=none
OpenTopped=yes
NoManualUnload=yes
NoManualEnter=yes

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Aug 14, 2020 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

It might be something with the weapon, the unit looks to be in order.

Altho... TurboBoost=yes exists? ModEnc says no, but it's incomplete, so...

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Fri Aug 14, 2020 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Be careful, man! Some time before I just watching that when the aircraft shoot they accidently release all passenger inside.

_________________
Under 2 year in conscription for socialism.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Aug 14, 2020 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

This would seem to be an Ares specific inquiry no?

As a rule of thumb, aircraft will only first once with a homing projectile, and exactly 5 volleys with a very low ROT or arcing projectile.

One problem with homing projectiles is if they aren't fast enough or accelerate fast enough, the aircraft will hit them as it flies as the moment it fires, requiring Arm= values to clear safely. This is all the more of an issue when aircraft fleets tend to bunch up with less than a cell distance between them, hurting more than one at once. Make sure you eliminate the possibility that the projectile isn't being destroyed in flight.

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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suffle19
Disk Thrower


Joined: 27 Jun 2019

PostPosted: Fri Aug 14, 2020 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

dunno, nothing really works...
encountered issue mentioned by unknown_men when passengers goes as paradrop Very Happy

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Scrooge2029
Vehicle Driver


Joined: 21 Nov 2020

PostPosted: Sat Nov 21, 2020 6:09 pm    Post subject:  Try to make a auto-fire aircraft but get ejected passenger Reply with quote  Mark this post and the followings unread

suffle19 wrote:
dunno, nothing really works...
encountered issue mentioned by unknown_men when passengers goes as paradrop Very Happy


This is my F-15:
Code:
[ORCAF15]
Image=F15
AirportBound=no
PipScale=none
Primary=AdvanceMissile
Speed=20
ROT=3
UIName=Name:ORCA
Name=Intruder
Prerequisite=RADAR
CanPassiveAquire=yes ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=150
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PitchSpeed=1.1
PitchAngle=0
Owner=British,French,Germans,Americans
ForbiddenHouses=Alliance
Cost=1200
Points=20
Crewed=yes
ConsideredAircraft=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff   ;Taking off
AuxSound2=IntruderLanding   ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=no
FlyBy=true
Passengers=1
OpenTopped=yes
SizeLimit=1
InitialPayload.Types=V3OPERATOR
InitialPayload.Nums=1
NoManualUnload=yes
NoManualEnter=yes
Operator=V3OPERATOR
Passengers.Allowed=V3OPERATOR
Survivor.RookiePassengerChance=0%
Survivor.VeteranPassengerChance=0%
Survivor.ElitePassengerChance=0%
SlowdownDistance=0


This is my V3(Cruise Missile) operator (dummy passenger use in OpenTopped aircraft)
Code:
[V3OPERATOR]
Primary=V3Launcher
CanPassiveAquire=yes ; Won't try to pick up own targets
Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=100
SpawnReloadRate=0 ; missile spawn don't come back
OpenTransportWeapon=0
PreventAttackMove=no


When I click to attack a target, it always eject the passenger and cause it unable to fire aferward, however, when the PassiveAcquire is yes and it engage with ThreatPosed, the passenger would not eject (but due to low ThreatPosed, it will not attack buildings...

Anyone has a solution for this issue? Thx!!!

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Nov 21, 2020 8:30 pm    Post subject: Re: Try to make a auto-fire aircraft but get ejected passenger Reply with quote  Mark this post and the followings unread

Scrooge2029 wrote:
When I click to attack a target, it always eject the passenger and cause it unable to fire aferward, however, when the PassiveAcquire is yes and it engage with ThreatPosed, the passenger would not eject (but due to low ThreatPosed, it will not attack buildings...

Anyone has a solution for this issue? Thx!!!


AircraftTypes are hardcoded to eject all passengers when attack, so no solution unless you made some hack on this behavior. Ares documentary should have mentioned this in Operator chapter.

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Scrooge2029
Vehicle Driver


Joined: 21 Nov 2020

PostPosted: Sun Nov 22, 2020 2:16 am    Post subject:  Re: Try to make a auto-fire aircraft but get ejected passenger Reply with quote  Mark this post and the followings unread

Virgil wrote:
Scrooge2029 wrote:
When I click to attack a target, it always eject the passenger and cause it unable to fire aferward, however, when the PassiveAcquire is yes and it engage with ThreatPosed, the passenger would not eject (but due to low ThreatPosed, it will not attack buildings...

Anyone has a solution for this issue? Thx!!!


AircraftTypes are hardcoded to eject all passengers when attack, so no solution unless you made some hack on this behavior. Ares documentary should have mentioned this in Operator chapter.


Ok, Thank you anyway...

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