I DID IT :O I MADE A PARADROPING PLANE :) Dont know how but when the plane starts to circle and u press the evecuate button it drops the units ( haven't use the big transport planes module but the humvee so ill use the Planes and see if it adds the parachute).
Ok so i cant get them to use a parchute so :( But heres da Code for it
Since i havem't seen anyone whos been able to find it out Ill just get some started if they want the parachutes then they can do it theirselfs . And remember the plane starts to circle then it drops so remember tht.And merry Early X-mas :p
[quote];---------------------------------------------------
Object TroopPlane
; *** ART Parameters ***
SelectPortrait = SNMig_L
ButtonImage = SNMig
UpgradeCameo1 = Upgrade_ChinaAircraftArmor
UpgradeCameo2 = Upgrade_ChinaBlackNapalm
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVCargoPln
Animation = NVCargoPln.NVCargoPln
AnimationMode = LOOP
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = DAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = REALLYDAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = RUBBLE
Model = NVCargoPln_D1
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke06 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke06 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
End
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = TroopPlane
EditorSorting = VEHICLE
Side = China
TransportSlotCount = 0 ;how many
"slots" we take in a transport (0 == not
transportable)
VisionRange = 300.0
ShroudClearingRange = 350.0
Prerequisites
Object = ChinaAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
BuildCost = 1200
BuildTime = 10
ExperienceValue = 50 50 100 150
;Experience point value at each level
ExperienceRequired = 0 100 200 400
;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 =
infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 =
for infantry, 1 = for trees, 2 = general vehicles
CommandSet = TroopPlaneCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MigVoiceSelect
VoiceMove = MigVoiceMove
VoiceAttack = MigVoiceAttack
VoiceAttackAir = MigVoiceAttackAir
VoiceGuard = MigVoiceAirPatrol
SoundAmbient = MigAmbientLoop
UnitSpecificSounds
VoiceCreate = MigVoiceCreate
Afterburner = RaptorAfterburner
VoiceGarrison = MigVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK
SELECTABLE VEHICLE SCORE AIRCRAFT TRANSPORT
Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DeliverPayloadAIUpdate ModuleTag_09
DoorDelay = 500
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 300 ;500 ; time in between each item
dropped (if more than one)
PutInContainer = AmericaParachute
DeliveryDistance = 150
End
Behavior = TransportContain ModuleTag_07
Slots = 100 ; hey, it's a BIG
transport
ScatterNearbyOnExit = No
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = Yes
ExitPitchRate = 30
ExitBone = WeaponA01
AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE
DOZER PARACHUTABLE
DoorOpenTime = 0 ; this prevents
the Contain module from messing with the doors, since
we want DeliverPayload to handle 'em
NumberOfExitPaths = 0
DestroyRidersWhoAreNotFreeToExit = Yes ;
'destroy' as opposed to 'kill'
End
Behavior =
JetSlowDeathBehavior ModuleTag_03
FXOnGroundDeath =
FX_JetOnGroundDeath
OCLOnGroundDeath =
OCL_MIGDeathFinalBlowUp
DestructionDelay = 99999999 ;
destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each
frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0%
;Bigger is faster (can be over 100%,it's a fraction
of gravity)
FXInitialDeath =
FX_MigDeathInitial
OCLInitialDeath =
OCL_MIGDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in
milliseconds
FXSecondary =
FX_JetDeathSecondary
OCLSecondary =
OCL_MIGDeathSecondary
FXHitGround =
FX_JetDeathHitGround
OCLHitGround =
OCL_MIGDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in
milliseconds
FXFinalBlowUp =
FX_JetDeathFinalBlowUp
OCLFinalBlowUp =
OCL_MIGDeathFinalBlowUp
End
Behavior = WeaponSetUpgrade ModuleTag_04
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End
Behavior = JetAIUpdate ModuleTag_06
OutOfAmmoDamagePerSecond = 10% ; amount of
damage to take per SEC (not per frame) when out of
ammo
; note that
it's expressed as a percent of max health, not an
absolute
TakeoffDistForMaxLift = 0% ; larger numbers
give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ReturnToBaseIdleTime = 10000 ; if
idle for this long, return to base, even if not out
of ammo
End
Locomotor = SET_NORMAL MIGLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire,
I'll burn for this long...
AflameDamageAmount = 3 ; taking this much
damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX
ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke
RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0
FXList:FX_MIGDamageTransition
End
Behavior = MaxHealthUpgrade ModuleTag_10
TriggeredBy = Upgrade_ChinaAircraftArmor
AddMaxHealth = 400.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices
are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and
SAME_CURRENTHEALTH
End
Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above
horizon. Used to limit shadow length
End
[/quote]
Edited by user Saturday, April 20, 2013 7:18:09 PM(UTC)
| Reason: Gotta add da code