Here is a working IFV Nighthawk transport helicopter (1 gunner + 5 passengers for a total of 6)
Deploy to undeploy passengers, undeploy again to get the gunner out
At first I got a little confused. I thought deleting all references to turrets was the way to go however i was wrong and this resulted in a unit that would only sometimes fire or fire once
Then I tried going back to the full ifv code which resulted in a fully functional yet invisible unit.
What I really needed was something in between
Here I declare only 1 turret, however i make no reference to the turrets themselves
The nighthawk was still only firing once but with extensive testing I noticed it's firing forward and no where else
Even though the nighthawk has OmniFire (as a ;comment), because it think's there's a turret and there actually isn't we need to give every weapon itself omnifire
I did not add Omnifire to the suicide weapons as they are too trigger happy and sometimes randomly suicide flying over miners
So the next step i took was i copied all the IFV Weapons and their properties and changed their name to XXWEAPONXXno2. After i Did that, i made sure to put OmniFire=yes in each weapon entry and then declare each weapon in my new IFV Code
Finally it worked and was able to shoot in all Directions
I added
OmniFire=yes
OpportunityFire=yes
CanPassiveAquire=yes
This means that when it's empty it still shoots its normal gun
This also means when an engineer enters, instead of repair, i changed it to normal IFV missiles
I thought having helicopters repair eachother was a bit OP
You will Also notice something else interesting in my code - Boris Airstrike laser mode
When Boris Enters as a gunner, he will call an airstrike on structural targets
Here is the code for that:
Weapon13=Flare2
EliteWeapon13=Maverick ; Boris Shoots Harrier missiles when in Elite Nighthawk - change if you wish - or don't
[CRFlakGuyGun2] ; Anti-surface gun for the Flak Trooper
Damage=30;20
ROF=15;20
Range=7;5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround ; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
OmniFire=yes
[CRMP52] ;reimplementing this as an anti-infantry IFV weapon
Damage=125
ROF=10
Range=7;8;6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint3
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
OmniFire=yes
;DistributedWeaponFire=yes
[CRElectricBolt2]
Damage=60;50
ROF=45;40 ;changed on 11/29 from 30 to 45
Range=6;3
Speed=100
Warhead=Shock
Report=TeslaTankAttack
Projectile=InvisibleLow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
OmniFire=yes
[CRNuke2]
Damage=200 ;changed from 600 on 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35 ; was 10
RadLevel=500
Warhead=CRNUKEWH
Report=NukeExplosion
Suicide=yes
[CRMindControl2]
Damage=200;Needed to be considered offensive unit
Range=1
ROF=10;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=PsiPulse
AreaFire=yes ; just shoot straight at ground under feet
;FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1
OmniFire=yes
[CowShot2];[PrismShot]
Damage=300
ROF=75;100
Range=12;8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
LaserInnerColor = 216,0,184
LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsBigLaser=true
IsLaser=true ; this flag tells the game to use the special laser draw effect
Report=IFVCowshot
OmniFire=yes
[CRSuperMindBlast2]
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=SuperPsiPulse
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1
OmniFire=yes
I will be updating my work soon to make improvements - Thought i would post the most vanilla version here for people to enjoy as my mods/ later improvements may not suit every bodies taste
Please lower resolution for tests next time so we can see things better. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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