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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 02-07-2004, 07:55 PM   #1 (permalink)
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Default Power Down base S/W

I'm working on a Sortof S/W that works like a paradrop. Except it drops invisable immune units that act like spys on only a powerplant. But I can't find out how to trigger the spys powerdown weapon and I don't know how to limit it to only the power plant. Any Ideals or should I go back to units? Plus I want these units to die before the powerdown is over I don't want them to NEVER have power because unused powerdwnunits are attacking over and over. Or will they all attack untill they are gone? even if power is down..cause that works to.
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Old 02-07-2004, 09:55 PM   #2 (permalink)
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[MASortof]
Name=Sortof Special carrier
UIName=Name:ImpossibleStuff
BuildCat=Impossible
Image=MAINVISO
Cost=TooMuchAfford ; CLK changed from FuckingHigh on 02/08/04
Prerequisite=SourceCode
Owner=EA,Westwood
ForbiddenHouses=Modders,Special,Civilian
RequiredHouses=EA ; CLK so dead Westwood can't modify it
TechLevel=-1
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Points=30
Power=0 ; CLK since it turns power out, this'd be ridiculous
Crewed=yes ; by hardcore-modders
Capturable=false
RevealToAll=yes ; CLK if it worked
Explosion=LAWSUIT,MUCHTROUBLE,FRUSTRATION,NOTNECES SARLY,INTHISORDER
SuperWeapon=SortofSpecial ;(but not entirely)
Nominal=yes ;should be no for impossible stuff??
ThreatPosed=0 ; This value MUST be 0 for all building addons ; CLK doesn't work, therefore no threat anyway
AIBuildThis=no ;would lead to IEs
Spyable=no ; CLK a spy spying spies?
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=FLYINGMODDARZ,DEADA,CANTSPELL
MaxDebris=14
MinDebris=7
EligibileForAllyBuilding=no ; wow! copy-past bug from the original TD-rules!

If you didn't get it yet: This is rather impossible, since you'd have to modify the game's engine itself in order to re-code the spy-logic. The dying, however, could be made with damaging anims. And I don't quite get the last statement...

P.S.: Sorry about the weirdness of this message, but it's almost 4 AM in the morning, and I'm slowly losing my conciousness...
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Old 02-08-2004, 12:04 AM   #3 (permalink)
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Ren If I get this to work... Your going to eat your words. Any one have any Helpfull Ideals?
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Old 02-08-2004, 01:36 AM   #4 (permalink)
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lol :lol: @ Ren's post

I'm afraid, daasidar, that this isn't possible.

You could use the power toggle, but that gives an unfair advantage.
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Old 02-08-2004, 01:54 AM   #5 (permalink)
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Rens post is funny True but could I make a realy fast invisable, Immune Spy and limit its target to powerplants . Then make it spwn from a biulding?
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Old 02-08-2004, 01:57 AM   #6 (permalink)
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unless it was controlled bt the AI, I'm fairly sure that you would have to switch the armor types around so that only power plants used a certain one.

I'm going to bed now, good night.
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Old 02-08-2004, 10:35 AM   #7 (permalink)
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*sigh*

I'm rather sure this wouldn't work anyway, since "spying" is a function, a logic - not a weapon. Following your thinking, the engineer couldn't enter anything, 'cause it has no weapon...
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Old 02-11-2004, 01:06 AM   #8 (permalink)
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Quote:
Originally Posted by Renegade
*sigh*

I'm rather sure this wouldn't work anyway, since "spying" is a function, a logic - not a weapon. Following your thinking, the engineer couldn't enter anything, 'cause it has no weapon...
was this in response to my post?
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Old 02-11-2004, 09:18 AM   #9 (permalink)
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Mostly to daasidar, but also to you, yes. Why? You don't agree?
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Old 02-11-2004, 01:46 PM   #10 (permalink)
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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?
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