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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 02-11-2004, 01:58 PM   #11 (permalink)
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A spy cant autotarget. So no

EDIT: you can try a virtual scanner. But i doubt that will work
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Old 02-11-2004, 06:06 PM   #12 (permalink)
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Quote:
Originally Posted by daasidar
But it's coming from a paradrop. So it won't have to be a weapon. Its just an invisable immune spy who only goes to powerplants. Can that be done?
a) ParaTroopers can't fall into buildings. Not even ParaBombs "made of" ParaTroopers
b) Spying is a logic. It does not use a warhead. Hence you have no way to actually limit what it can target or not, unless you modify the source, the engine, the game itself.

The VirtualScanner might work, but I doubt it, due to a simple concept: Secondary weapons. If the Primary can't target something, but the Secondary can, the Secondary gets selected for the task; so I guess if the VirtualScanner had zero-verses for buildings, the Spy would just say "F~ you, I can still spy it! " and show you the entry-cursor.

btw: This is also the way how some people gave their soldiers three weapons: MG against infantry, Grenades against tanks and C4 against buildings...same concept.
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Old 02-11-2004, 07:32 PM   #13 (permalink)
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Quote:
a) ParaTroopers can't fall into buildings. Not even ParaBombs "made of" ParaTroopers
b) Spying is a logic. It does not use a warhead. Hence you have no way to actually limit what it can target or not, unless you modify the source, the engine, the game itself.
A) They don't have to fall into the biulding just next to it Like when I paradrop on a biulding it just drops them as close as it can.
B)I'm still working on a clevercomeback but when I have it I will let you know. In the meantime what about A?

Ren your so good at finding reasons it can't work. Do you have any Ideal on how it Can?
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Old 02-12-2004, 12:42 AM   #14 (permalink)
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Quote:
Originally Posted by Renegade
Mostly to daasidar, but also to you, yes. Why? You don't agree?
I agree with you. However, I don't understand why it is in response to me too. *sigh* oh well.

What about map triggers?
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Old 02-12-2004, 03:05 AM   #15 (permalink)
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What the hell, I'll bite.

How about dropping one Selectable=no, Immune=yes, LegalTarget=no, invisible Jumpjet=yes guy with a decent GuardRange= and a weapon that uses disk drain logic. Now assuming this even works, figure out how to get this guy to kill himself after a period of time.
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Old 02-12-2004, 06:48 AM   #16 (permalink)
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Trail perhaps, but i dunno if that can work on jumpjets to kill them
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Old 02-12-2004, 09:06 AM   #17 (permalink)
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Simple: Give the drain-weapon an anim that has a Damage-value. You'd just have to balance out the anim's Damage and the weapon's ROF. Yet the question is, how to get the guy to automatically attack the power plants? Normally, they only attack threats (i.e. armed things) automatically and need an individual order to attack BaseNormals... (which is gonna be complicated, since the guy is invisible and unselectable)

@Kravvitz: 'Cause you were talking about switching armor-types. An obvious reference to warheads. And about those map triggers...I imagine it would be possible this way, but...rather complicated, and you could only use the unit on special maps...
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Old 02-12-2004, 03:00 PM   #18 (permalink)
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ooh, right, ok
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Old 02-15-2004, 01:21 AM   #19 (permalink)
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Quote:
Simple: Give the drain-weapon an anim that has a Damage-valu
what is the drain weapon I'm not awhere of that one.
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Old 02-15-2004, 01:29 AM   #20 (permalink)
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Ren is referring to Yuri's Disk's weapon.

Since you don't have YR, that's not possible for you.
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