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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » 2 different an perfectly working mutate warheads

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 08-07-2004, 09:41 AM   #31 (permalink)
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Then just put makeinfantry= (number that your infantry is in AnimtoInfantry list, with the first being 0) on the animation you use for your warheads impact anim.
It creates a neutral infantry when fired. Also, if you want to make the newly created infantry function on its own, you have to edit Ai.ini so that it is attached to a task force which isnt built.
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Old 08-07-2004, 10:20 AM   #32 (permalink)
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Actually, there's no need to touch ai.ini for that - at least when I created some neutral infantry, it wandered off to attack stuff on its own. And nothing automatically fires at it (except retaliation).
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Old 08-08-2004, 12:44 AM   #33 (permalink)
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Well. I've created bacterial weapon. Now I have another question:
is it possible to kill parasite units inside parasited ones (Drones inside tanks, bacteriums inside infantry)? How?
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Old 08-08-2004, 01:06 AM   #34 (permalink)
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If you send a tank to a service depot it can remove the drone. I don't know if it can be done with infantry.
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Old 08-08-2004, 04:04 AM   #35 (permalink)
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Repair IFV or sonic weapons.
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Old 08-08-2004, 09:29 AM   #36 (permalink)
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And can such weapon pertain to medic?
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Old 08-08-2004, 12:37 PM   #37 (permalink)
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You'd probably need a unit with a medic weapon
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Old 08-08-2004, 02:32 PM   #38 (permalink)
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dcoder... you probably set it to an infantry which already exists in the game, which means that the computer treats it as part of a neutral army, and uses it with the task forces in AI.ini
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Old 08-09-2004, 12:40 AM   #39 (permalink)
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I don't think there's need to put codes in aimd.ini

But I'll try both embodiments
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Old 08-09-2004, 01:20 AM   #40 (permalink)
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@mellr0: No, I didn't. It has to do with mapwise-house-alliances logic.
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