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The paradrop superweapon can be the following:
{{Guideheader
*American Paradrop - 8 GIs
|ra2=yes
*Tech Paradrop - 6 GIs and Initiates, 9 Conscripts
|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}}.


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.
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.


The image, strength and flightlevel of the paradrop plane can be altered changing the tags in
The tags involved in the selection of planes and infantry are as follows:
[[AmerParaDropInf]]
[[AmerParaDropNum]]
[[AllyParaDropInf]]
[[AllyParaDropNum]]
[[SovParaDropInf]]
[[SovParaDropNum]]


[PDPLANE]
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


The area to start dropping paradrops can be altered by
==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.


'''ParadropRadius=1024'''  ; Drop paratroopers if plane is within this many leptons from drop site.
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 type of infantry and number deployed by conventional paradrop superweapons can be altered by
==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'.


'''AmerParaDropInf=E1''' ;Types of infantry for the planes to drop
==Scripted Paradrops in Maps==
'''AmerParaDropNum=8''' ;How many of each of those infantry
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.


'''AllyParaDropInf=E1''' ;Types of infantry for the planes to drop
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.
'''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]]
[[Category:General_Editing_Information]]
[[Category:General_Editing_Information]]
{{Bugs}}
*If the <b><u>[[InfantryTypes]]</u></b> that comes from this section contains <b><u>[[SpeedType]]</u></b> <b><u>[[MovementZone]]</u></b> <b><u>[[Locomotor]]</u></b> that makes<b><u>[[InfantryTypes]]</u></b> <font style="color:red">cannot</font> touch the ground
Will cause
<b><u>[[InfantryTypes]]</u></b> to die immediately when in contact with water. unless you ordered <b><u>[[InfantryTypes]]</u></b> Move before reaching water.

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.