Posted: Wed Feb 14, 2024 11:47 pm Post subject:
Paratroopers on water
I am using the paratroopers logic to drop parabombs, however the bombs want fall over naval targets and is instead dropped to the nearest shore.
In single player missions the paradrop of infantries that can swim like the navy seals works fine if the waypoint is over water, but in skirmish it doesn't seem to work.
Any suggestions on how to get this working over naval targets? QUICK_EDIT
I believe you have to give the parabomb a water sequence, set their movement zone to "AmphibiousDestroyer" and Naval Targeting to either 5 or 7, depending on how your parabombs are set up. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Well I have already all the mentioned but it still never drops in water.
I even replaced the parabomb wit the seal but still the same.
This logic of dropping over water only works in single player missions when using a trigger and task force.
Anyways, this is how I set my super weapon and the parabombs if someone needs the code.
Code:
[SuperWeaponTypes]
13=Parabombs
[Parabombs]
Type=ParaDrop
UIName=NOSTR:Parabombs
RechargeTime=5
ShowTimer=yes
SW.TimerVisibility=all
ParaDrop.Types=PBOM
ParaDrop.Num=6
ParaDrop.Count=1
ParaDrop.Aircraft=E3
SidebarImage=PBMBICON
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
Cursor=AirStrike
EVA.Ready=none
EVA.Activated=EVA_AirstrikeInitiated
Message.Ready=NOSTR:Parabombs Ready
Message.FirerColor=yes
Range=1.4
LineMultiplier=3
SW.RequiresTarget=none;
SW.FireIntoShroud=no
; Immunity to everything
TypeImmune=yes
Civilian=yes
Crushable=yes
DamageSelf=yes
Parasiteable=no
Unnatural=yes ; impossible to be attacked by infantry with Natural set to 'yes' or by Giant Squid's grab weapon.
Immune=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
ImmuneToRadiation=no
ImmuneToVeins=yes
ImmuneToPoison=yes
BerserkFriendly=yes ; berserking units will not consider this item a valid target.
Bombable=no
LegalTarget=no
Organic=no
HunterSeeker.Ignore=yes
IronCurtain.Modifier=0 ;cannot be affected by the Iron Curtain (not working)
Chronoshift.Allow=no
Chronoshift.Crushable=no
Warpable=no
NotHuman=yes
IsHuman=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=0
IsSelectableCombatant=no
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; can land over water (not working)
AttackFriendlies=yes ; explodes even if there are no enemies
NavalTargeting=5
You can make an airstrike super weapon that drops normal bombs fitted with parachutes, removing the need to use the paradrop SW as a base and the limitation of it not working over water. _________________
You can make an airstrike super weapon that drops normal bombs fitted with parachutes, removing the need to use the paradrop SW as a base and the limitation of it not working over water.
I tried this, and it works but the bombs falls so fast and the parachute appears when reaching the ground.
Is there a way to slow down the airstrike projectile when using Ares?
Try adding Vertical= and or Dropping= to the projectile.
Already tried all this.
Vertical makes the projectiles travel in a straight line instead of of falling over the target, then explode after they reach the map borders.
I think Ares should allow changing the drop speed as it seems hardcoded.
Hope anyone find a solution for this problem and save my life haha. QUICK_EDIT
This can be used to determine the speed, in cells per second, at which units with a parachute fall to the ground.
ParachuteMaxFallRate=-3 (-3 is default)
This affects all paradrop rates and not only the para bombs.
It tried it but the paradrops still falls fast and weird.
I hope Ares or Phobos separate and add the ability to edit this hardcoded falling speed globally or for each projectile using parachuted or BombParachute. QUICK_EDIT
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