Paradrops: Difference between revisions
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The paradrop superweapon can be the following: | |||
*American Paradrop - 8 GIs | |||
*Tech Paradrop - 6 GIs and Initiates, 9 Conscripts | |||
Vehicles can not be dropped by superweapons, and while they can be dropped from carryalls they z-shift behind the terrain upon reaching ground, which means that they will shift "underneath" their selection bracket. This can be reversed on an affected vehicle by picking it up with a Carryall and setting it down again. Vehicle Paradrops in missions were created by map triggers, which are alltogether much more powerful in this sense. | |||
The image, strength and flightlevel of the paradrop plane can be altered changing the tags in | |||
[PDPLANE] | |||
The area to start dropping paradrops can be altered by | |||
'''ParadropRadius=1024''' ; Drop paratroopers if plane is within this many leptons from drop site. | |||
The type of infantry and number deployed by conventional paradrop superweapons can be altered by | |||
'''AmerParaDropInf=E1''' ;Types of infantry for the planes to drop | |||
'''AmerParaDropNum=8''' ;How many of each of those infantry | |||
''' | '''AllyParaDropInf=E1''' ;Types of infantry for the planes to drop | ||
'''AllyParaDropNum=6''' ;How many of each of those infantry | |||
'''SovParaDropInf=E2''' ;Types of infantry for the planes to drop | |||
'''SovParaDropNum=9''' ;How many of each of those infantry | |||
'''YuriParaDropInf=INIT''' ;Types of infantry for the planes to drop | |||
'''YuriParaDropNum=6''' ;How many of each of those infantry | |||
"Parabombs" can be simulated by created long range, indiscriminate [[suicide]] infantry | |||
Note that without [[RockPatch]], if you specify too many infantry to deploy via a PDPLANE then | |||
two such planes will be spawned. This will affect the SpyPlane Superweapon in [[Yuri's Revenge]] | |||
[[Category:General_Editing_Information]] | |||
{{Bugs}} | |||
*If the <b><u>[[InfantryTypes]]</u></b> that comes from this section contains <b><u>[[SpeedType]]</u></b> <b><u>[[MovementZone]]</u></b> <b><u>[[Locomotor]]</u></b> that makes<b><u>[[InfantryTypes]]</u></b> <font style="color:red">cannot</font> touch the ground | |||
Will cause | |||
<b><u>[[InfantryTypes]]</u></b> to die immediately when in contact with water. unless you ordered <b><u>[[InfantryTypes]]</u></b> Move before reaching water. |
Latest revision as of 11:01, 20 July 2024
The paradrop superweapon can be the following:
- American Paradrop - 8 GIs
- Tech Paradrop - 6 GIs and Initiates, 9 Conscripts
Vehicles can not be dropped by superweapons, and while they can be dropped from carryalls they z-shift behind the terrain upon reaching ground, which means that they will shift "underneath" their selection bracket. This can be reversed on an affected vehicle by picking it up with a Carryall and setting it down again. Vehicle Paradrops in missions were created by map triggers, which are alltogether much more powerful in this sense.
The image, strength and flightlevel of the paradrop plane can be altered changing the tags in
[PDPLANE]
The area to start dropping paradrops can be altered by
ParadropRadius=1024 ; Drop paratroopers if plane is within this many leptons from drop site.
The type of infantry and number deployed by conventional paradrop superweapons can be altered by
AmerParaDropInf=E1 ;Types of infantry for the planes to drop AmerParaDropNum=8 ;How many of each of those infantry
AllyParaDropInf=E1 ;Types of infantry for the planes to drop AllyParaDropNum=6 ;How many of each of those infantry
SovParaDropInf=E2 ;Types of infantry for the planes to drop SovParaDropNum=9 ;How many of each of those infantry
YuriParaDropInf=INIT ;Types of infantry for the planes to drop YuriParaDropNum=6 ;How many of each of those infantry
"Parabombs" can be simulated by created long range, indiscriminate suicide infantry
Note that without RockPatch, if you specify too many infantry to deploy via a PDPLANE then two such planes will be spawned. This will affect the SpyPlane Superweapon in Yuri's Revenge
Bugs/Side-Effects/Unexpected Limitations
- If the InfantryTypes that comes from this section contains SpeedType MovementZone Locomotor that makesInfantryTypes cannot touch the ground
Will cause InfantryTypes to die immediately when in contact with water. unless you ordered InfantryTypes Move before reaching water.