 |
Forum Info
|
 |
Forum Members: 18,639
Total Threads: 8,742
Posts: 95,495
Administrators:
DeeZire, Redemption
There are currently 40 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
08-21-2004, 06:01 AM
|
#11 (permalink)
|
|
Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
|
HEALER1 isn't a valid sound, 
|
|
|
08-21-2004, 06:08 AM
|
#12 (permalink)
|
|
Member
Join Date: Aug 2004
Location: Italy
Posts: 63
|
hmm... lemme check something.....
Rulke: Organic AFFECTS infantry. It doesnt say it can't be fired by vehicles (i think). Plus, I think healing structures is impossible, altough mechanical verses mentions 100% for structures too.
|
|
|
08-21-2004, 06:16 AM
|
#13 (permalink)
|
|
Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
|
No, I tried a tank that could heal both tanks and infantary in the way you described, but it could only target tanks. It couldn't even affect infantary. Also, the infantary heal was its primary weapon. Try it and see.
|
|
|
08-21-2004, 06:48 AM
|
#14 (permalink)
|
|
Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
|
try spawning invisible gas which has a warhead which does negative damage ala psycho's mechanic tutorial. That will repair structures. You also try using a missile or something or energy beam which does negative damage.
|
|
|
08-21-2004, 07:08 AM
|
#15 (permalink)
|
|
Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
|
@DCoder: Think Chaos Drone
|
|
|
08-21-2004, 08:23 AM
|
#16 (permalink)
|
|
Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
|
How do you make it so that a building will activate its' attack immediatly and indefinatly, because that would make this work better than I first thought, as I could make the building glow to show the range, I could give the tank a secondary weapon and say that it goes into an overcharge mode upon deployment, giving it damage through the buildings' ActiveAnim.
|
|
|
08-22-2004, 08:21 AM
|
#17 (permalink)
|
|
Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
|
I've made it able to deploy into a building, and that works, and I can order it to start healing everything around it, which is OK, but I can't make it undeploy. I think I have not got the deploy code right, so here it is for anyone to look through.
Code:
[PSYR2]
UIName=Name:PSYR
Name=Telekinetic2
BuildCat=Tech
Adjacent=15
Strength=500
Armor=concrete
Primary=AreaHealA
ICBMLauncher=yes
;Selectable=no ;6/10/2003
ClickRepairable=no
Repairable=no
Nominal=yes
TechLevel=-1
BaseNormal=no
Unsellable=yes
Sight=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0
DamageSmokeOffset=300, 300, 450
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1
Powered=no
Cost=800
Points=30
Power=0
Crewed=no
Capturable=false
Spyable=false
ThreatPosed=0
SpecialThreatValue=1
AIBuildThis=no
LightVisibility=1152
LightIntensity=0.03
LightRedTint=0
LightBlueTint=1
LightGreenTint=0.5
DeployTime=.044
UndeploysInto=PSYR
DeployFacing=2
|
|
|
08-22-2004, 05:04 PM
|
#18 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
|
Try removing Unsellable=yes.
|
|
|
08-23-2004, 05:17 AM
|
#19 (permalink)
|
|
Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
|
Thanks, I'll try that now.
Edit: This didn't work either. Does there need to be some coding in artmd.ini, or on the unit it deploys into?
|
|
|
08-23-2004, 10:18 AM
|
#20 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
|
Try to remove DeployFacing tag
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 04:59 AM.
|