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Stan

Question about Helicopters

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Hello,

(possibly a complete noob question as I'm still new to modding YR)

 

 

In my mod I want to have a transport helicopter, that ...

 

...is able to pick up infantry (Who knew..); done with Passengers=X

 

...and is able to stay constantly in the air, except to deploy onto the ground when picking up infantry; done with IsSimpleDeployer=yes & DeployToLand=yes.

 

Now, my problem is that this seems to simply not work together (?). My helicopter just doesn't deploy onto the ground when I have these three tags, though it changes the curser. Without Passengers= it does deploy ... but I cant put people inside ofcourse, and without the two others the helicopter automatically lands at the destination, like the original Nighthawk.

 

My idea is to have a Flying Fortress kinda thing, with the passengers shooting with their weapons on enemies on the ground, like the Battle Fortress.

Why can't these tags work together? Or is it something else that's wrong with my code? Any other way to get a helicopter like that to work? Or doesn't it work at all? It's important to me that the helicopter stays in the air by itself. (Would the passengers even shoot from the inside when landed?)

 

If this doesn't work, I could only see this vehicle working my way with the standart flying/landing thing like the Nighthawk + a looping route with waypoints, so it doesn't land and becomes an easy target (hopefully you get what I mean). (...I don't like this solution very much though.)

 

 

Here is my code. Cloned from an Attack helicopter (from a different mod), because it had the deploy/land thing which I didn't knew of before. Names , prerequi, cost and the like are already adjusted; I've simply added Passengers= & PipScale= ,the functions for passengers shooting while inside will be added later. Might contain redundant code from copy-pasting. I'm using YR 1.001 and NPatch SE 0020. I'd be very grateful for a solution.

 

--------

[sHTD]

UIName=Name:SHTD

Name=Seahawk

Prerequisite=FACTORY,RADAR

Primary=BlackHawkCannon2

ElitePrimary=BlackHawkCannon2E

OpportunityFire=yes

PreventAttackMove=yes

CanPassiveAquire=yes

Strength=1000

Category=AirPower

JumpJet=yes

Armor=medium

TechLevel=6

Sight=10

Speed=12

Sensors=yes

SensorsSight=10

PitchSpeed=1.1

JumpjetSpeed=30

JumpjetClimb=10

JumpjetCrash=40

JumpJetAccel=12

JumpJetTurnRate=6

JumpjetHeight=500

JumpjetWobbles=.01

JumpjetDeviation=1

Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,

Arabs,YuriCountry

RequiredHouses=Alliance

Cost=1700

Soylent=1000

Points=35

ROT=5

Crewed=yes

ConsideredAircraft=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM

MaxDebris=8

MinDebris=6

VoiceSelect=BlackOpsSelect

VoiceMove=BlackOpsMove

VoiceAttack=BlackOpsAttackCommand

VoiceCrashing=BlackOpsVoiceDie

CrashingSound=BlackOpsDie

DieSound=

ImpactLandSound=GenAircraftCrash

Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}

MovementZone=Fly

DamageParticleSystems=SparkSys,SmallGreySSys

ThreatPosed=40

SpecialThreatValue=1

VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER

EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,CLOAK

Size=25

SizeLimit=8

PipScale=Passengers

Passengers=8

HoverAttack=yes

AllowedToStartInMultiplayer=no

Crashable=yes

SpeedType=Hover

MoveSound=SeigeChopperMoveLoop

EnterTransportSound=EnterTransport

LeaveTransportSound=ExitTransport

TooBigToFitUnderBridge=true

Trainable=yes

Bunkerable=no

IsSimpleDeployer=yes

DeployingAnim=

DeployFire=yes

Turret=yes

DeployToLand=yes

CrateGoodie=no

IsSelectableCombatant=yes

 

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My idea is to have a Flying Fortress kinda thing, with the passengers shooting with their weapons on enemies on the ground, like the Battle Fortress.

 

use this code:

OpenTopped=yes;passengers can shoot out

 

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Thanks for the info, one small problem less. The hardest obstacle is still there, though.

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Can't be done unfortunately. A confliction will occur with passengers and deployment since both of them use the same in-game action, as denoted by their cursors.

 

In other words, the idea is impossible.

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