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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 05-21-2003, 08:00 PM   #1 (permalink)
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Default Mechanics!

I think I have an Idea. The game is hard-coded to make the IFV repair weapon that DeeZire's mechanic uses right? What if I were to make a 'NEW' weapon and warhead that repairs a tank? Please tell me what you think.
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Old 05-21-2003, 08:11 PM   #2 (permalink)
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the tank will activelly search and heal enemy tanks... and you will have to force-fire in your own tanks... but well, keep trying
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Old 05-21-2003, 08:13 PM   #3 (permalink)
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No, I meant an Infantry mechanic. I would give it negative damage and a positve warhead damage. Or would it work better the other way, negative warhead damage and positive weeapon damage?
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Old 05-21-2003, 09:18 PM   #4 (permalink)
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I'm fairly certain only vehicles can repair vehicles. If this is the case, all you have to do is trick the game into thinking your infantry unit is a vehicle.
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Old 05-21-2003, 11:09 PM   #5 (permalink)
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Quote:
Originally Posted by devin11590
No, I meant an Infantry mechanic. I would give it negative damage and a positve warhead damage. Or would it work better the other way, negative warhead damage and positive weeapon damage?
Its what i said, it will heal enemy tanks, the negative damage doesnt mean that it will heal his own troops..
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Old 05-22-2003, 10:16 AM   #6 (permalink)
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1.: I think I remember the oldbies saying infantry healing tanks is impossible, due to the code...but that was back in RA2MM, I think...
2.: Force Fire wouldn't be necessary - watch Crazy Ivan's code...there's a tag somewhere called "AttackCursorOnAllies" or something...
3.: If point 1 is correct, a hack could be used; it might be possible to create a ParticleSystem with a negative damage-value that is spawned by the warhead of your heal-weapon; if you make it last only for a few frames and make it's radius small enough so it doesn't heal enemy units by accident, it should work fine...you could even use the particle as some kind of graphical heal-effect...

...I might add that point 3 wasn't tested by me - it's just an idea...
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Old 05-22-2003, 01:06 PM   #7 (permalink)
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That method will work, and the AttackCursorOnFriendlies= line will help, the problems are that (i) it will not automatically seek and heal your own units, youll have to micromanage the process and (ii) you wont get the repair cursor on its 'weapon'. For those reasons, I decided to stick to the method I used
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Old 05-22-2003, 02:38 PM   #8 (permalink)
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Thank you for posting in the RA2/Yr forum, Deezire, It's been awhile.

Deezire's method was to make the mechanic be an shp vehicle, like the Wolverine in TS. The only way to get a mechanic is to build a Service Depot, which gives you the mechanic as a free unit.

I think Renegade's suggestion would work...I've heard it before, but I'm terrible with particle systems, so I've never tested it.
If you put damage ( or negative damage, presumably ) on the animations from a particle system, it can kill things, but the kill will not count for the team, because the animation cannot be owned by a side.
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Old 05-22-2003, 09:10 PM   #9 (permalink)
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Thanx for your help guys. I like the SHP vehicle idea, but the tank version of the Engineer just spins around till he gets to where he's goin'. Since I'm bad at SHPs and the like, I'm going to stick with my method. I don't really care that much if i don't get a repair cursor.
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