ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "Jumpjet flags"

From ModEnc
Jump to: navigation, search
(Jumpjet globals not used as they should be. At all. Also: spelling for JumpJetTurnRate and JumpJetAccel)
(Checked spelling of tag lists, fixed defaults (TS and YR))
Line 1: Line 1:
 
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}}".
  
==Global Defaults==
+
== Globals ==
These are the global defaults under {{s|JumpjetControls|link}}. It appears these aren't used for units which have a custom Jumpjet flag.
+
These are the global values under {{s|JumpjetControls|link}} applied to all units using the Jumpjet locomotor. Used only in {{ts}}.
  {{f|TurnRate|4|link}}
+
  {{f|TurnRate|3|link}}
  {{f|Speed|14|link}}
+
  {{f|Speed|30|link}}
  {{f|Climb|5|link}}
+
  {{f|Climb|5.0|link}}
  {{f|CruiseHeight|500|link}} ; cruiseheight should be higher than a bridge, just to be safe
+
  {{f|CruiseHeight|400|link}} ; cruiseheight should be higher than a bridge, just to be safe
  {{f|Acceleration|2|link}}
+
  {{f|Acceleration|0.25|link}}
  {{f|WobblesPerSecond|.15|link}}
+
  {{f|WobblesPerSecond|0.25|link}}
 
  {{f|WobbleDeviation|40|link}}
 
  {{f|WobbleDeviation|40|link}}
  
==Any given Unit==
+
== Any given Unit ==
These can be on any given unit; many of them are not required, as a common comment explains: ''params not defined use defaults (old globals way up top called Jumpjet controls)''. However, tests have shown this NOT the case.
+
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|yes|link}}
+
  {{f|JumpJet|no|link}}
  {{f|JumpJetTurn|yes|link}} ;Use proper turn logic
+
  {{f|JumpJetTurn|no|link}} ;Use proper turn logic
  {{f|JumpjetSpeed|30|link}}
+
  {{f|JumpjetSpeed|14|link}}
  {{f|JumpjetClimb|20|link}}
+
  {{f|JumpjetClimb|5.0|link}}
  {{f|JumpjetCrash|25|link}} ; Climb, but down
+
  {{f|JumpjetCrash|5.0|link}} ; Climb, but down
  {{f|JumpJetAccel|10|link}}
+
  {{f|JumpjetAccel|2.0|link}}
  {{f|JumpJetTurnRate|10|link}}
+
  {{f|JumpjetTurnRate|4|link}}
 
  {{f|JumpjetHeight|500|link}}
 
  {{f|JumpjetHeight|500|link}}
  {{f|JumpjetWobbles|.01|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|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|1|link}}
+
  {{f|JumpjetDeviation|40|link}}
  {{f|JumpjetNoWobbles|yes|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|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|yes|link}} ; can handle tilting while falling without freaking out
+
  {{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).<br>
+
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.
  

Revision as of 20:05, 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

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