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'''Allied General'''
{{Guideheader
|ra2=yes
|yr=yes
}}
==Paradrop Logic==
A Paradrop is the result of a [[Superweapons|Superweapon]] spawning Paradrop planes full of infantry at the map edge, to drop around the selected cell on a map, no farther than a distance (in leptons) defined by [[ParadropRadius]]. The [[AircraftTypes|aircraft]] used is always the PDPLANE in {{ra2}}, although the [[Image]] and various statistics of the PDPLANE can be changed, only [[Ares]] allows full customization per [[Sides|Side]] in {{yr}}.


Paradrops are an RA2 "superweapon" which can be gained by captured an tech airport or by playing as America and building and airforce command.
All valid [[InfantryTypes]] can be dropped, multiple types at the same, and a very high number of them. Each distinct type of infantry will be dropped by a different (but identical) [[Spawned]] plane, according to how everything is configured in {{ini|rules}} under [General]. In some cases of large numbers, the game will opt to split them across even more planes than configured.


Its purpose is to deliver faction specific infantry over a designation target (or in American case 8 GI's)
The tags involved in the selection of planes and infantry are as follows:
[[AmerParaDropInf]]
[[AmerParaDropNum]]
[[AllyParaDropInf]]
[[AllyParaDropNum]]
[[SovParaDropInf]]
[[SovParaDropNum]]


Modifications can include changing:
An example to drop 12 Conscripts and 4 Flak Troopers via 3 Paradrop planes would look like:
SovParaDropInf=E2,E2,FLAKT
SovParaDropNum=6,6,4


* transport plane apperance and INI setting e.g. FlightLevel=XXXX where x is a number determines the altitude of the plane.
==Parabombs==
'Parabombs' can be simulated by creating a new type of infantry, that has a very long [[Range|range]] weapon with {{f|Suicide|yes|link}}, to attack enemy units anywhere on the map, and a damaging [[DeathWeapon]] with a decently large [[CellSpread]] to [[Damage]] anything nearby its landing zone.  


* 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)
The infantry art for this can be a single keyframe plus a shadow frame, but the shadow will be ignored (and substituted by INFSHDW.SHP) while [[Parachuted|parachuting]] down anyway. It will require a new [[Sequence]] to make sure every possible action or state will display the exact same frame, and because it will have an explosive death, it must be given a [[DeathAnim]].


* the superweapon icon, charge time and show countdown time.
==Paradrop Caveats==
The actual location where an AI player will attempt to drop its Paratroopers is a cell distance from the notional center of your base, factoring in some unknown calculation based on the number of buildings you own, and other [[ThreatPosed|threat]] based coefficients. The end goal being that the Paratroopers should land just at the edge of your base, or a reasonably empty spot within it. However, if you expand your base across the map, either through capturing buildings, or deploying a new MCV, the notional center of your base may end up far away from any of your buildings, making the Paradrop a wasted effort. This is especially wasteful when the Superweapon was dropping 'Parabombs'.


An hack can also give the impression of a new paradrop by giving America 6 veteran GI's or by using the PD patch
==Scripted Paradrops in Maps==
While [[VehicleTypes]] cannot be dropped by Superweapons normally, when scripting a reinforcement army, the [[TeamTypes|TeamType]] can have <tt>Droppod=yes</tt> set, which will deliver the units by Paradrop plane, and parachute them the same way. The <tt>Droppod</tt> option in [[Matze's_tools#FinalAlert_2|FinalAlert 2]] is toggled by a checkbox for <tt>Cargoplane</tt> in the <tt>TeamTypes</tt> dialog.


'''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'''
Unlike the Superweapons that must have pre-determined units on a pre-determined number of planes, when done within a TeamType, there can be a diverse group of units in the [[TaskForces|Taskforce]], but they will all be dropped from a single Paradrop plane.
 
[[Category:General_Editing_Information]]

Latest revision as of 21:34, 12 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge

Paradrop Logic

A Paradrop is the result of a Superweapon spawning Paradrop planes full of infantry at the map edge, to drop around the selected cell on a map, no farther than a distance (in leptons) defined by ParadropRadius. The aircraft used is always the PDPLANE in Red Alert 2, although the Image and various statistics of the PDPLANE can be changed, only Ares allows full customization per Side in Yuri's Revenge.

All valid InfantryTypes can be dropped, multiple types at the same, and a very high number of them. Each distinct type of infantry will be dropped by a different (but identical) Spawned plane, according to how everything is configured in rules(md).ini under [General]. In some cases of large numbers, the game will opt to split them across even more planes than configured.

The tags involved in the selection of planes and infantry are as follows:

AmerParaDropInf
AmerParaDropNum
AllyParaDropInf
AllyParaDropNum
SovParaDropInf
SovParaDropNum

An example to drop 12 Conscripts and 4 Flak Troopers via 3 Paradrop planes would look like:

SovParaDropInf=E2,E2,FLAKT
SovParaDropNum=6,6,4

Parabombs

'Parabombs' can be simulated by creating a new type of infantry, that has a very long range weapon with Suicide=yes, to attack enemy units anywhere on the map, and a damaging DeathWeapon with a decently large CellSpread to Damage anything nearby its landing zone.

The infantry art for this can be a single keyframe plus a shadow frame, but the shadow will be ignored (and substituted by INFSHDW.SHP) while parachuting down anyway. It will require a new Sequence to make sure every possible action or state will display the exact same frame, and because it will have an explosive death, it must be given a DeathAnim.

Paradrop Caveats

The actual location where an AI player will attempt to drop its Paratroopers is a cell distance from the notional center of your base, factoring in some unknown calculation based on the number of buildings you own, and other threat based coefficients. The end goal being that the Paratroopers should land just at the edge of your base, or a reasonably empty spot within it. However, if you expand your base across the map, either through capturing buildings, or deploying a new MCV, the notional center of your base may end up far away from any of your buildings, making the Paradrop a wasted effort. This is especially wasteful when the Superweapon was dropping 'Parabombs'.

Scripted Paradrops in Maps

While VehicleTypes cannot be dropped by Superweapons normally, when scripting a reinforcement army, the TeamType can have Droppod=yes set, which will deliver the units by Paradrop plane, and parachute them the same way. The Droppod option in FinalAlert 2 is toggled by a checkbox for Cargoplane in the TeamTypes dialog.

Unlike the Superweapons that must have pre-determined units on a pre-determined number of planes, when done within a TeamType, there can be a diverse group of units in the Taskforce, but they will all be dropped from a single Paradrop plane.