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Vehicle Won't Deploy
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RAWRmods
Cyborg Engineer


Joined: 10 Mar 2019

PostPosted: Fri Feb 21, 2020 3:20 am    Post subject:  Vehicle Won't Deploy Reply with quote  Mark this post and the followings unread

I gave a vehicle DeployToFire=yes but it wont stay stationary when using the deploy button.

Also, is there a way to control the amount I want of a unit to  AllowedToStartInMultiplayer =
say I want to have 2 prism tanks [SREF] at the start of the game instead of just being a random amount.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Feb 21, 2020 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you use DeployToFire, the thing you deploy into can not have DeployToFire. So no self deploy.

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JarJarRey
Vehicle Drone


Joined: 28 Dec 2019

PostPosted: Sat Feb 22, 2020 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread


Last edited by JarJarRey on Sat Feb 22, 2020 9:10 pm; edited 1 time in total

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Feb 22, 2020 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread


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RAWRmods
Cyborg Engineer


Joined: 10 Mar 2019

PostPosted: Sun Feb 23, 2020 6:42 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
For your second question see: https://ares-developers.github.io/Ares-docs/new/sidescountries/startinmultiplayer.html

Sample:
Code:
[General]
StartInMultiplayerUnitCost=240      ; average unit cost per unit multiplied by [MultiplayerDialogSettings]?UnitCount

[French]
StartInMultiplayer.Types=SREF   ; with average unit cost of 240 x UnitCount=10, SREF costs 1200, this produces 2 SREF always



problem with this is that it only makes 2 SREF spawn and nothing else. I want to make 1 apc spawn and the rest be tanks and infantry.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Feb 23, 2020 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Then start with conyard and do a unit delivery super weapon on conyard

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RAWRmods
Cyborg Engineer


Joined: 10 Mar 2019

PostPosted: Sun Feb 23, 2020 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Then start with conyard and do a unit delivery super weapon on conyard


hey dude, DeployToFire on the moving vehicle with primary=(anti-groundweapon) secondary=(anti-air weapon)

and then on the stationary version primary=(anti-groundweapon) only

the vehicle will stutter and not shoot

i gave unloadingclass=, issimpledeployer=yes to both. and deployfire=yes to the stationary vehicle.


Type Conversion is trash! too limited and doesnt work on infantry and aircrafts.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Feb 23, 2020 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

DeployToFire means never fire if you think of it logically carefully.

> I have DeployToFire=yes
> I need to deploy before firing
> I deploy
> I still have DeployToFire=yes
> I need to deploy before firing
> I deploy
> I still have DeployToFire=yes
...

The only way out of this is "I don't have DeployToFire=yes anymore after I deploy," which is only possible when deploying into a building or another unit (type conversion).

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RAWRmods
Cyborg Engineer


Joined: 10 Mar 2019

PostPosted: Sun Feb 23, 2020 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
DeployToFire means never fire if you think of it logically carefully.

> I have DeployToFire=yes
> I need to deploy before firing
> I deploy
> I still have DeployToFire=yes
> I need to deploy before firing
> I deploy
> I still have DeployToFire=yes
...

The only way out of this is "I don't have DeployToFire=yes anymore after I deploy," which is only possible when deploying into a building or another unit (type conversion).


yes this is why i gave only to its mobile version the DeployToFire=, and the stationary version the DeployFire (different) but even without DeployFire on the stationary version it doesn't work. They both use UnloadingClass=.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Feb 23, 2020 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unloading class is just image change #Tongue
Come on man use type conversion
You can put Spawned=yes to prevent move command (like other spawned unit)

btw type conversion works fine for jumpjet vehicles, both deploy to land or deploy in-air

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RAWRmods
Cyborg Engineer


Joined: 10 Mar 2019

PostPosted: Mon Feb 24, 2020 4:21 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Spawned=yes
THIS!! is what I needed. I had tried Type Conversion by giving the stationary vehicle speed=0 but when undeploying to its mobile version it would stay at speed=0. Thanks.

I didn't say Type Conversion doesn't work with jumpjet vehicle, I said it doesn't work with aircrafts like the harrier (also infantry).

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Feb 24, 2020 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Speed doesn't change but AE refreshes, and AE has Speed Multiplier #Tongue

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RAWRmods
Cyborg Engineer


Joined: 10 Mar 2019

PostPosted: Mon Feb 24, 2020 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Speed doesn't change but AE refreshes, and AE has Speed Multiplier #Tongue


what's AE?

by the way there's a problem with your aircraft to jumpjet trick. Once it converts to jumpjet it can no longer convert back to an aircraft, so it cant be used to make an aircraft behave as a jumpjet because it can't land back on the pad to reload.

What I wanted to do with Type Conversion to deploy the aircraft in the air so it stay stationary and i would deploy back once I have depleted my ammo and need to head back to dock on the airfield.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Feb 24, 2020 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

AttachEffect.

"Screw AttachEffect. Can't think of any use for it."

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Wed Feb 26, 2020 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

RAWRmods wrote:
by the way there's a problem with your aircraft to jumpjet trick.

You cannot make a jumpjet VEHICLE convert into a AIRCRAFT type or vice versa, type conversion only happens within the same category. He is talking about jumpjet vehicle to ground vehicle and vice versa.

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RAWRmods
Cyborg Engineer


Joined: 10 Mar 2019

PostPosted: Wed Feb 26, 2020 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
RAWRmods wrote:
by the way there's a problem with your aircraft to jumpjet trick.

You cannot make a jumpjet VEHICLE convert into a AIRCRAFT type or vice versa, type conversion only happens within the same category. He is talking about jumpjet vehicle to ground vehicle and vice versa.


YOU DON'T KNOW WHAT I'M TALKING ABOUT. He made a tutorial to convert an aircraft to a jumpjet vehicle.

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