rey
  • rey
  • 52.5% (Neutral)
  • Major Topic Starter
8 years ago
is it possible to make infantry survive after helicopter-transport was shot down? like sorta land with parachutes..
vehicles have code module to let infantry out upon destruction, but never saw same for helis.
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zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
Heres the module listing for transport behavior



TransportContain
[module requires ExitStartN and ExitEndN bones defined unless over-ridden by ExitBone definition and allows the use of SoundEnter And SoundExit UnitSpecificSounds ]
Slots = [integer]
DamagePercentToUnits = [percentage]
AllowInsideKindOf = [KindOf listing]
ForbidInsideKindOf = [KindOf listing]
AllowAlliesInside = [Yes/No]
AllowNeutralInside = [Yes/No]
AllowEnemiesInside = [Yes/No]
ExitDelay = [integer, milliseconds]
NumberOfExitPaths = [integer, should corrospond to N]
GoAggressiveOnExit = [Yes/No]
ScatterNearbyOnExit = [Yes/No]
OrientLikeContainerOnExit = [Yes/No]
KeepContainerVelocityOnExit = [Yes/No]
BurnedDeathToUnits = [Yes/No]
ExitPitchRate = [integer]
ExitBone = [bone name]
DoorOpenTime = [integer, milliseconds]
HealthRegen%PerSec = [percentage]
DestroyRidersWhoAreNotFreeToExit = [Yes/No]
ResetMoodCheckTimeOnExit = [Yes/No]
InitialPayload = [object name integer, multiple statements can be used]
ArmedRidersUpgradeMyWeaponSet = [Yes/No]
DelayExitInAir = [Yes/No]
EnterSound = [entry from SoundEffects.INI] ;SoundEnter Override
ExitSound = [entry from SoundEffects.INI] ;SoundExit Override
WeaponBonusPassedToPassengers = [Yes/No]
ShouldDrawPips = [Yes/No]
End




I think it should be possible? There's a DelayExitInAir line. If not then the behavior is hardcoded to only allow land survivors, and only airborne pilot survivors.

Just tested a chinook with that line. Loaded a dozer in it and shot it down......

The dozer jumped out.....

And crashed to the ground DEAD.

So I guess no airborne transport survivors.
klingondragon
8 years ago
Perhaps, with some modification to all the units to give them parachutes, it could be done.
acidbrain
8 years ago
What about this...

DamagePercentToUnits = 0

Didnt test it so the possibility is there that im full of sjit...

Cheers
Panem et kirkinses
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
I changed that value to 10% during the test.

But dont all units already have parachutes? To deliver via tech reinforcement pad. Even the enormous Emperor Tank can drop via parachute on the pad so..... hardcoded??
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
Found some possibilities.

LocomotorSetTypes;

SET_FREEFALL

ConditionStateTypes;

FREEFALL

ParachuteContain
[module hardcoded to utilize PARA_MAN, PARA_ATTACH and PARA_COG bones on contained object]
PitchRateMax = [integer]
RollRateMax = [integer]
LowAltitudeDamping = [real number]
ParachuteOpenDist = [real number]
KillWhenLandingInWaterSlop = [Yes/No]
FreeFallDamagePercent = [percent]
AllowInsideKindOf = [KindOf listing]
ForbidInsideKindOf = [KindOf listing]
ParachuteOpenSound = [entry from SoundEffects.INI]
End


Anyone tried this rappelling condition?



ChinookAIUpdate
[logic requires bones for either end of the rope to be defined as RopeEnd and RopeStart]

[If you want your infantry (or tank :P) to Rappel down a rope, Just add the CAN_RAPPEL to the objects KindOf field, after doing that,
[You can now use the "RAPPELLING" ModelConditonState for rappelling out of the object that has the rappel code
[Of this module.

[This part of the module will allow your tank or infantry to use the rappel feature if CAN_RAPPEL is defined in the kindof field of the certain unit, and allows the use of the CombatDropKillFX within UnitSpecificFX section of the object and module allows the use of VoiceCombatDrop and VoiceSupply and VoiceClearBuilding
within UnitSpecificSounds section of the object]

RappelSpeed = [integer]
RopeDropSpeed = [integer]
RopeName = [object name, defaults to 'GenericRope' object definition in system.ini]
RopeFinalHeight = [integer]
RopeWidth = [real number]
RopeWobbleLen = [integer]
RopeWobbleAmplitude = [real number]
RopeWobbleRate = [integer]
RopeColor = [r: g: b:]
RotorWashParticleSystem = [Entry From ParticleSystem.ini]
NumRopes = [integer]
PerRopeDelayMin = [integer]
PerRopeDelayMax = [integer]
MinDropHeight = [integer]
WaitForRopesToDrop = [Yes/No]


rey
  • rey
  • 52.5% (Neutral)
  • Major Topic Starter
8 years ago

LocomotorSetTypes;

SET_FREEFALL

ConditionStateTypes;

FREEFALL

ParachuteContain
[module hardcoded to utilize PARA_MAN, PARA_ATTACH and PARA_COG bones on contained object]
PitchRateMax = [integer]
RollRateMax = [integer]
LowAltitudeDamping = [real number]
ParachuteOpenDist = [real number]
KillWhenLandingInWaterSlop = [Yes/No]
FreeFallDamagePercent = [percent]
AllowInsideKindOf = [KindOf listing]
ForbidInsideKindOf = [KindOf listing]
ParachuteOpenSound = [entry from SoundEffects.INI]
End


Anyone tried this rappelling condition?

Originally Posted by: zzc 

i'm afraid rappelling is only about putting smt in buildings, and even if not, the delivery aircraft definitely must be alive to do the rappell..
though this LocomotorSetTypes SET_FREEFALL looks interesting.