How to build Jumpjet Vehicle on Airfield: Difference between revisions
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Credit to cxtian39 for discovering this | {{Guideheader | ||
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This guide requires: | |||
# rule(md).ini | |||
# Engine extensions: Ares (Must have), Phobos (Optional) | |||
Credit to cxtian39 for discovering this. | |||
===First you need a dummy aircraft that kills itself on born:=== | ===First you need a dummy aircraft that kills itself on born:=== | ||
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'''...''' | '''...''' | ||
* Note: Unit auto death can be executed either by attaching an AE that instantly kills it, or via Phobos's Kill Object Automatically logic. In the latter case you need Phobos. | |||
===Then add this superweapon to your airfield:=== | ===Then add this superweapon to your airfield:=== | ||
Latest revision as of 10:45, 4 April 2025
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This guide requires:
- rule(md).ini
- Engine extensions: Ares (Must have), Phobos (Optional)
First you need a dummy aircraft that kills itself on born:
[AircraftTypes] +=MYDUMMYAIRCRAFT01
[MYDUMMYAIRCRAFT01] ... TechLevel=3 ; buildable Armor=die ; killed by the suicide AE AttachEffect.Animation=KILLDUMMY ; a suicide AE AttachEffect.Duration=-1 Sight=0 DesignatorRange=1 ; yes this is a designator ...
- Note: Unit auto death can be executed either by attaching an AE that instantly kills it, or via Phobos's Kill Object Automatically logic. In the latter case you need Phobos.
Then add this superweapon to your airfield:
[GiveMeJumpjet] Type=UnitDelivery Deliver.Types=MYJUMPJET SW.AITargeting=self SW.AutoFire=yes SW.FireIntoShroud=yes IsPowered=false RechargeTime=.01 SW.ShowCameo=no SW.Deferment=0 SW.Designators=MYDUMMYAIRCRAFT01
[MYJUMPJET] ;Your helicopter, airship, disc, whatever
Reason behind: you build the dummy designator, causing the give-me-jumpjet-sw to fire only once then the designator dies right after born and the superweapon is on hold again. This trick supports setting primary exit.
If you want AI to recruit unit-delivered unit, set [Hunt]->Recruitable=yes
-cxtian39
PPM link: [How to Build Jumpjet Vehicle from Airfield]





