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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. |
01-29-2004, 04:46 AM
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#11 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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If u can give it a type= which will detect whether the cursor is over a building or no, then u can ged rid of that IE. If u add type=ForceShield to TogglePowerSpecial then it works with no error. but the annoying thing will happen is it'll also draw a force shield over the structure, offcourse the force shield effect will no work at enemy structure.
Also, to shut down enemy power with Toggle Power, add PowerToggle=yes to all power source building. Now when u click on a power source building, it'll stop functioning. Moreover u can shutdown enemy super structures by default with this SW 
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01-29-2004, 07:09 AM
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#12 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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You can disable the force0shields effect in the [general] section. Man wouuld i love to make a shut the enemys base down sw, if it worked for about 1000 frames, ike now it would be one of the sweetest sw's, but i guess its not possible, not even with Fake SW
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01-29-2004, 08:46 AM
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#13 (permalink)
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Senior Member
Join Date: Jan 2003
Location: USA
Posts: 223
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Quote:
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Originally Posted by Daedalus
You can disable the force0shields effect in the [general] section. Man wouuld i love to make a shut the enemys base down sw, if it worked for about 1000 frames, ike now it would be one of the sweetest sw's, but i guess its not possible, not even with Fake SW
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Such an SW would probably be pretty unbalanced. It usually takes something on the order of a nuke to crash a base's power. But if you really need to, what's wrong with just using the Spy?
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01-29-2004, 08:50 AM
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#14 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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Well i think it would be a good Iron Curtain beater. Get the base without power for a little while. No too long. The Curtain can destroy the base just as easy as the power down, so balance is possible, as long as you make the no-power time not too long
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01-29-2004, 09:12 PM
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#15 (permalink)
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Member
Join Date: Dec 2003
Location: USA
Posts: 72
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Is there a way to make the AI repower it? If so it could be a hack SW.
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01-30-2004, 08:31 AM
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#16 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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Its just an idea but is there a way to make the spy-infiltrate action work or so.
Like Action=infiltrate
and type=waddever
i forgot wich of the two action or type u could use only once. Man i gotta start modding again
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01-30-2004, 01:23 PM
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#17 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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I doubt that. Even if we knew the correct entries, they just wouldn't be coded to act as a superweapon...
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01-30-2004, 02:13 PM
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#18 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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Yeah, maybe iu should make a fake SW that spreads a parralise spark for buildings, gives a same kind of effect
But then u couldnt destroy the buildings
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01-30-2004, 09:57 PM
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#19 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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What do you mean by paralyze spark? Like EMP?
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01-31-2004, 04:16 AM
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#20 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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Yeah, EMP sparks. Only working thing unleass u know something better
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