Jumpjet flags: Difference between revisions
en>Renegade Apparently, an overview like this didn't exist yet...or at least I couldn't find it. |
m 5 revisions imported |
||
| (4 intermediate revisions by 3 users not shown) | |||
| 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}}". | ||
== | == 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| | {{f|JumpjetAccel|2.0|link}} | ||
{{f| | {{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 21:22, 31 March 2025
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