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Paradrops: Difference between revisions

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m There is a reason the page is named "RockPatch", not "Rock Patch" ;)
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*Tech Paradrop - 6 GIs and Initiates, 9 Conscripts
*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. Vehicle Paradrops in missions were created by map triggers, which are alltogether much more powerful in this sense.
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
The image, strength and flightlevel of the paradrop plane can be altered changing the tags in

Revision as of 22:01, 27 February 2009

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