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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 07-06-2003, 01:19 PM   #1 (permalink)
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Default Super wepon

is it posible to have a super wepon that shuts down enemy power plants for a time???

i need this to be used with the weather storms clouding but it will last alot longer but take ages to charge up also if posible planes flying over as in the spy plannes
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Old 07-06-2003, 01:28 PM   #2 (permalink)
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although it might be the suckiest idea ever..i suggest you make a paradrop that drops bombs that have a temporal effect on buildings..you can set its warhead so it can hit only power-plants or any of their armor classes.
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Old 07-06-2003, 01:45 PM   #3 (permalink)
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it may sound "sucky" when put togehter with the rest of the mod itl be cool
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Old 07-06-2003, 05:14 PM   #4 (permalink)
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Quote:
Originally Posted by DeeZeL
although it might be the suckiest idea ever..i suggest you make a paradrop that drops bombs that have a temporal effect on buildings..you can set its warhead so it can hit only power-plants or any of their armor classes.
same post as on sleipnirstuff:

Quote:
Originally Posted by Rattuskid
well, there is no way to do that but you could use the psi-dominator and set the capture radius to zero, then use temporal (radar blocking) logic targeted on the power plants. A tutorial for temporal weapons is at YR argentina. I dunno if that would work though.

Don't think that will work because for temporal to work, it has to have: 1 firing unit (the one putting temporal on another unit), and 1 target unit( that is being "temporaled"). The Lightning storm is not a unit so you'd most likely get an Internal Error.
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Old 07-06-2003, 09:31 PM   #5 (permalink)
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YR Argentina has lots of resources.. http://yrarg.cncguild.net/
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Old 07-07-2003, 02:51 AM   #6 (permalink)
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well i didnt mention any lighning storms...and i guess i was talking about the paradrop which are infantry...i was trying to make him make ones like in DZ with the exception that instead of them exploding and doing damage...they 'temporal' the power plant.

that could be done but the 'pardroped' infantry must have the form of a futuristic mine or something..that doesnt explode but land on the ground, emits empulse or temporaling waves to the power plants..and of course it wont move..and it is destructable but will need strong tanks to do that..u know by giving the 'emp mine infantry' strengt=2000 tag and plate armor..that should work..but it would be a better idea if he could make them more of timed infantry (e.g. after...say 30secs they all die)
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Old 07-07-2003, 07:56 AM   #7 (permalink)
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Here is a cheat how to shut down any enemy structure. Add the following in the rules(md).ini.

[TogglePowerSpecial]
UIName=Name:togglepower
Name=Toogle Power
IsPowered=true
RechargeVoice=
RechargeTime=5
Type=TooglePower
Action=TooglePower
SidebarImage=BOLTICON
ShowTimer=no
DisableableFromShell=yes

now add SuperWeapon=TooglePowerSpecial to [GACNST], [NACNST] and [YACNST]. During game u'll get an SW named TooglePower. With this, by clicking over any structure u can set online/offline status of that structure (This is the toogle power from TS). Caution : Don't click outside a structure or u'll get internal error. Even if when u click on the enemy structure, it'll go offline permanently untill u set it again online (by clicking again). Note that the structure which u want to toogle power must contain TooglePower=yes in the rules(md).ini code

Anyway, using this SW is not fair but u can use it 4 fun purpose
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Old 07-07-2003, 10:24 AM   #8 (permalink)
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Try using the firestorm defence charge logic, see if that times it out so the power plant/other building comes back online.
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Old 07-07-2003, 10:30 AM   #9 (permalink)
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Remember that Temporal weapons cannot have a cellspread. So those "Mines" could only affect one building at a time...
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Old 07-08-2003, 05:42 PM   #10 (permalink)
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question can hunter seeker logic be applyed to make it attack only one type of unit ???

if so would invisible, unselectable and untargetable hunter seeker spys be able to be launched and shut down the power ( in my mod i dont need the spy for any thing else)
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