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Difference between revisions of "Paradrops"

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'''Allied General'''
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The paradrop superweapon can be the following:
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*American Paradrop - 8 GIs
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*Tech Paradrop - 6 GIs and Initiates, 9 Conscripts
  
Paradrops are an RA2 "superweapon" which can be gained by captured an tech airport or by playing as America and building and airforce command.
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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.
  
Its purpose is to deliver faction specific infantry over a designation target (or in American case 8 GI's)
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The image, strength and flightlevel of the paradrop plane can be altered changing the tags in
  
Modifications can include changing:
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[PDPLANE]
  
* transport plane apperance and INI setting e.g. FlightLevel=XXXX where x is a number determines the altitude of the plane.
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The area to start dropping paradrops can be altered by
  
* types of infantry paradropped. An hack can also be used for "parabombs" - parchuted explosives which explode upon impact with ground (an superweapon used by soviet badger bombers in RA1)
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'''ParadropRadius=1024'''  ; Drop paratroopers if plane is within this many leptons from drop site.
  
* the superweapon icon, charge time and show countdown time.
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The type of infantry and number deployed by conventional paradrop superweapons can be altered by
  
An hack can also give the impression of a new paradrop by giving America 6 veteran GI's or by using the PD patch
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'''AmerParaDropInf=E1''' ;Types of infantry for the planes to drop
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'''AmerParaDropNum=8''' ;How many of each of those infantry
  
'''Finally vehicle paradrops via the superweapon method is impossible, the vehicle paradrops seen in RA2 Soviet Mission 3 were triggers via map triggers and besides wierd graphical issues can occur with vehicles which have been dropped by parchute'''
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'''AllyParaDropInf=E1''' ;Types of infantry for the planes to drop
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'''AllyParaDropNum=6''' ;How many of each of those infantry
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'''SovParaDropInf=E2''' ;Types of infantry for the planes to drop
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'''SovParaDropNum=9''' ;How many of each of those infantry
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'''YuriParaDropInf=INIT''' ;Types of infantry for the planes to drop
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'''YuriParaDropNum=6''' ;How many of each of those infantry
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"Parabombs" can be simulated by created long range, indiscriminate [[suicide]] infantry
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Note that without [[RockPatch]], if you specify too many infantry to deploy via a PDPLANE then
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two such planes will be spawned. This will affect the SpyPlane Superweapon in [[Yuri's Revenge]]
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[[Category:General_Editing_Information]]

Latest revision as of 00:01, 28 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