Jumpjet Engineers
Submitted by ArgCmdr
Jumpjet Engineers are buggy in their definite way, but its
the closest you can get to one.
First, clone the Rocketeer. Then add this to that unit (or substitute if existant):
Primary=DefuseKit
Secondary=VirtualScanner
Engineer=yes
VoiceSelect=EngAllSelect
VoiceMove=EngAllMove
VoiceAttack=EngAllMove
VoiceFeedback=EngAllFear
VoiceSpecialAttack=EngAllAttackCommand
VoiceEnter=EngAllMove
VoiceCapture=EngAllAttackCommand
DieSound=EngAllDie
BalloonHover=no
HoverAttack=no
IFVMode=1
The unit will need two commands to capture a structure, one to move near it,
and one to get inside. You can directly click on the building (You get the
infiltration icon), but if the distance is longer than a couple of cells,
the infantry will use jumpjet locomotor, and as units with jumpjet cannot
infiltrate, it will move next to the structure. Then after hes there, you
click again, and he goes in. Its key that you set BalloonHover=no, so he is
able to land. I havent tried seeing what happens setting HoverAttack=yes,
as Infiltration is an action, not a weapon, its likely to do nothing on the
matter.
With these settings, whenever the rocketeer infiltrates an IFV, the IFV will
be come a Repair IFV. Also the rocketeer will have engineer speechs, as well
as the ordinary scanning mechanisms, except for detecting IvanBombs. If you
want to use the rocketeers image as engineer on lunar maps, but dont want
him to fly, just change his Locomotor, SpeedType and MovementZone, and it
will work as a normal engineer but with a rocketeer image. Still consistent
with lunar, but it doesnt "fly".
In order to code this for the AI, its easy as cake, just use the Move to Building
script action and select the building type you want the engineer to capture,
then proceed as normal, ad unit will be in range to capture by walking.
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