Jumpjet flags: Difference between revisions
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This page contains a list of all JumpJet-related flags. Take note that Westwood's QA utterly failed at ensuring consistency, and that, as a result, it depends on each particular flag whether it is spelled "{{tt|Jump'''J'''et}}" or "{{tt|Jump'''j'''et}}". | This page contains a list of all JumpJet-related flags. Take note that Westwood's QA utterly failed at ensuring consistency, and that, as a result, it depends on each particular flag whether it is spelled "{{tt|Jump'''J'''et}}" or "{{tt|Jump'''j'''et}}". | ||
== | == Globals == | ||
These are the global | These are the global values under {{s|JumpjetControls|link}} applied to all units using the Jumpjet locomotor. Used only in {{ts}}. | ||
{{f|TurnRate| | {{f|TurnRate|3|link}} | ||
{{f|Speed| | {{f|Speed|30|link}} | ||
{{f|Climb|5|link}} | {{f|Climb|5.0|link}} | ||
{{f|CruiseHeight| | {{f|CruiseHeight|400|link}} ; cruiseheight should be higher than a bridge, just to be safe | ||
{{f|Acceleration| | {{f|Acceleration|0.25|link}} | ||
{{f|WobblesPerSecond|. | {{f|WobblesPerSecond|0.25|link}} | ||
{{f|WobbleDeviation|40|link}} | {{f|WobbleDeviation|40|link}} | ||
{{f|CloakDetectionRadius|0|link}}{{fso}} | |||
==Any given Unit== | == Any given Unit == | ||
These can be on any given unit | These can be on any given unit in {{ra2}} and {{yr}}. Despite comments suggesting the {{s|JumpjetControls|link}} section is used as default, this is not the case. | ||
{{f|Locomotor|{92612C46-F71F-11d1-AC9F-006008055BB5}|link}} ;Jumpjet | {{f|Locomotor|{92612C46-F71F-11d1-AC9F-006008055BB5}|link}} ;Jumpjet | ||
{{f|JumpJet| | {{f|JumpJet|no|link}} | ||
{{f|JumpJetTurn| | {{f|JumpJetTurn|no|link}} ;Use proper turn logic | ||
{{f|JumpjetSpeed| | {{f|JumpjetSpeed|14|link}} | ||
{{f|JumpjetClimb| | {{f|JumpjetClimb|5.0|link}} | ||
{{f|JumpjetCrash| | {{f|JumpjetCrash|5.0|link}} ; Climb, but down | ||
{{f|JumpjetAccel| | {{f|JumpjetAccel|2.0|link}} | ||
{{f|JumpjetTurnRate| | {{f|JumpjetTurnRate|4|link}} | ||
{{f|JumpjetHeight|500|link}} | {{f|JumpjetHeight|500|link}} | ||
{{f|JumpjetWobbles|. | {{f|JumpjetWobbles|0.15|link}} ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!" | ||
{{f|JumpjetDeviation| | {{f|JumpjetDeviation|40|link}} | ||
{{f|JumpjetNoWobbles| | {{f|JumpjetNoWobbles|no|link}} ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve | ||
{{f|TiltCrashJumpjet| | {{f|TiltCrashJumpjet|no|link}} ; can handle tilting while falling without freaking out | ||
==Jumpjet Infantry== | ==Jumpjet Infantry== | ||
The Jumpjet system was originally created for a trooper in {{ts}} that would walk small distances, and fly long ones (hence the name - it was a soldier who used a jet engine to jump long distances). | The Jumpjet system was originally created for a trooper in {{ts}} that would walk small distances, and fly long ones (hence the name - it was a soldier who used a jet engine to jump long distances). | ||
YR's Rocketeer forewent that system in favor of staying in the air indefinitely. | YR's Rocketeer forewent that system in favor of staying in the air indefinitely. | ||
Latest revision as of 19:29, 4 December 2017
This page contains a list of all JumpJet-related flags. Take note that Westwood's QA utterly failed at ensuring consistency, and that, as a result, it depends on each particular flag whether it is spelled "JumpJet" or "Jumpjet".
Globals
These are the global values under [JumpjetControls] applied to all units using the Jumpjet locomotor. Used only in Tiberian Sun.
TurnRate=3 Speed=30 Climb=5.0 CruiseHeight=400 ; cruiseheight should be higher than a bridge, just to be safe Acceleration=0.25 WobblesPerSecond=0.25 WobbleDeviation=40 CloakDetectionRadius=0
Any given Unit
These can be on any given unit in Red Alert 2 and Yuri's Revenge. Despite comments suggesting the [JumpjetControls] section is used as default, this is not the case.
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet JumpJet=no JumpJetTurn=no ;Use proper turn logic JumpjetSpeed=14 JumpjetClimb=5.0 JumpjetCrash=5.0 ; Climb, but down JumpjetAccel=2.0 JumpjetTurnRate=4 JumpjetHeight=500 JumpjetWobbles=0.15 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!" JumpjetDeviation=40 JumpjetNoWobbles=no ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve TiltCrashJumpjet=no ; can handle tilting while falling without freaking out
Jumpjet Infantry
The Jumpjet system was originally created for a trooper in Tiberian Sun that would walk small distances, and fly long ones (hence the name - it was a soldier who used a jet engine to jump long distances).
YR's Rocketeer forewent that system in favor of staying in the air indefinitely.
Ease of conversion between systems depends on the direction:
- To convert the Rocketeer back to TS's system, all you really have to do is remove BalloonHover=yes and ensure HoverAttack is set to the best fit for your unit. You may want to adjust SpeedType and MovementRestrictedTo to account for the changed mobility.
- Since TS doesn't have BalloonHover, a change forward isn't quite as easy, but the TS editing community has proposed several ways.
Reference
This is the Jumpjet Infantry from TS:
[JUMPJET] Name=Jumpjet Infantry Category=Soldier JumpJet=yes Primary=JumpCannon Prerequisite=GAPILE,GARADR Crushable=no Strength=120 Fearless=yes Armor=light TechLevel=6 Sight=6 Pip=green Speed=5 Owner=GDI AllowedToStartInMultiplayer=no Cost=600 Points=5 VoiceSelect=15-I000,15-I004,15-I012,15-I048 VoiceMove=15-I018,15-I024,15-I044 VoiceAttack=15-I044,15-I050,15-I044,15-I046 VoiceFeedback=15-I058,15-I064 VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6 Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} PhysicalSize=1 MovementZone=Fly ; This needs to be None, like aircraft ThreatPosed=15 ; This value MUST be 0 for all building addons EliteAbilities=RADAR_INVISIBLE
This is the Rocketeer from RA2/YR:
[JUMPJET] UIName=Name:JUMPJET Name=Rocketeer Image=ROCK Category=Soldier JumpJet=yes Primary=20mm Prerequisite=GAPILE,RADAR Crushable=yes Strength=125 Fearless=yes ;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot Armor=none TechLevel=3 ;Sight=6 Sight=8 Pip=white Speed=9 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=600 Soylent=300 Points=15 IsSelectableCombatant=yes VoiceSelect=RocketeerSelect VoiceMove=RocketeerMove VoiceAttack=RocketeerAttackCommand VoiceFeedback=RocketeerFear VoiceSpecialAttack=RocketeerMove DieSound= CrashingSound=RocketeerDie ImpactLandSound=RocketeerCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} PhysicalSize=1 MovementZone=Fly ; This needs to be None, like aircraft ConsideredAircraft=yes ThreatPosed=15 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=20 ;HY increase climb speed; used to be 10 JumpjetCrash=25 ; Climb, but down JumpJetAccel=10 JumpJetTurnRate=10 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Size=1 SpeedType=Hover HoverAttack=yes Crashable=yes BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop ElitePrimary=20mmE