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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 08-21-2004, 06:01 AM   #11 (permalink)
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HEALER1 isn't a valid sound,
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Old 08-21-2004, 06:08 AM   #12 (permalink)
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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.
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Old 08-21-2004, 06:16 AM   #13 (permalink)
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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.
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Old 08-21-2004, 06:48 AM   #14 (permalink)
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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.
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Old 08-21-2004, 07:08 AM   #15 (permalink)
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@DCoder: Think Chaos Drone
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Old 08-21-2004, 08:23 AM   #16 (permalink)
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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.
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Old 08-22-2004, 08:21 AM   #17 (permalink)
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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
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Old 08-22-2004, 05:04 PM   #18 (permalink)
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Try removing Unsellable=yes.
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Old 08-23-2004, 05:17 AM   #19 (permalink)
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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?
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Old 08-23-2004, 10:18 AM   #20 (permalink)
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Try to remove DeployFacing tag
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