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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-24-2003, 07:35 AM   #1 (permalink)
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Default Mobile Repair Vehicle?

Ok, I want to put a mobile repair vehicle into Generals, the idea is it drives to the damaged vehicle then its arm extends and it repairs the vehicle. Is the repair bit possible? of so how? im guessing there must be some way todo it as the repair drone does the same but I think the code for that only works if the vehicle is setup as a drone.
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Old 07-24-2003, 07:45 AM   #2 (permalink)
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well my idea for the tornado worked, so maybe this will.
perhaps you could have the heal effect of a propaganda tower on the unit, and just play the animation of the claw moving while he is range of damaged units. or, it could work like a war factory.

not that i'm a good programmer or anything
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Old 07-24-2003, 07:49 AM   #3 (permalink)
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The animation works thats not the problem, but if I used the properganda that would heal all units around it not just the one its repairing.
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Old 07-24-2003, 07:56 AM   #4 (permalink)
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It should be very possible

All you have to do is look at the Battle Drone code and you should be able to figure out what your looking for

I may take a look at the code later (not at home right now)

If I figure it out I'll post here
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Old 07-24-2003, 08:15 AM   #5 (permalink)
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This is the bit in the battle drone code which I think defines the repairing,

Code:
  Behavior = SlavedUpdate ModuleTag_07
    GuardMaxRange = 35      ;How far away from master I'm allowed when master is idle (doesn't wander)
    GuardWanderRange = 35   ;How far away I'm allowed to wander from master while guarding.
    AttackRange = 75        ;How far away from master I'm allowed when master is attacking a target.
    AttackWanderRange = 10  ;How far I'm allowed to wander from target.
    ScoutRange = 75         ;How far away from master I'm allowed when master is moving.
    ScoutWanderRange = 10   ;How far I'm allowed to wander from scout point.
    RepairRange = 8         ;How far I can zip around while repair (only moves when he stops welding)
    RepairMinAltitude = 18.0   ;My minimum repair hover altitude.
    RepairMaxAltitude = 24.0   ;My maximum repair hover altitude.
    RepairRatePerSecond = 5.0 ;How many health points can I repair per second.
    RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing.
    RepairMinReadyTime = 300
    RepairMaxReadyTime = 750
    RepairMinWeldTime = 250
    RepairMaxWeldTime = 500
    RepairWeldingSys = BlueSparks
    RepairWeldingFXBone = Muzzle02
    StayOnSameLayerAsMaster = Yes
  End
but I think that only works if its a drone attached to a vehicle.
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Old 07-24-2003, 11:02 AM   #6 (permalink)
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would it be possible to make a weapon that does it? Simalar to RA2.

set the damage to -##

then have it set to target allies only, with a automatic guard range...

not sure of the exact codes but it should be possible to do it that way, to get the arm to move all you have to do is set the arm animation as the weapon fire animation

I'll look through some codes when i get home, and see if I can figure something out
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Old 07-24-2003, 11:07 AM   #7 (permalink)
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Quote:
Originally Posted by Jim-Bob
would it be possible to make a weapon that does it? Simalar to RA2.

set the damage to -##

then have it set to target allies only, with a automatic guard range...

not sure of the exact codes but it should be possible to do it that way, to get the arm to move all you have to do is set the arm animation as the weapon fire animation

I'll look through some codes when i get home, and see if I can figure something out
hey, that is pretty smart. i dunno if the generals engine would support it though. plus it would work out perfect, because you could have the attack animation as the arm repairing.
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Old 07-24-2003, 11:12 AM   #8 (permalink)
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nope doesn't work, technical difficulties
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Old 07-24-2003, 11:33 AM   #9 (permalink)
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while looking at the Repair super weapon.. just a suggestion..
with the weapon instead of the
Damage = use
HealingAmount = as thats the command that the science uses.

Not sure if it will work, but its worth a shot... lol
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Old 07-24-2003, 11:46 AM   #10 (permalink)
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Nope, still technical difficulties maybe theres a damage type like heal or something?
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