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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 08-19-2004, 11:12 AM   #1 (permalink)
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Location: England
Posts: 104
Default Area heal

I'm trying to give yuri a tank that will heal other tanks from a range, and that works perfectly. However, I also want it to be able to deply into a mode in which it generates a field around itself that everything gets repaired in, like the Desolators deploy weapon, but without the radiation and with negative damage, so that it will heal everything near it. I have tried everything I can think of, but it still refuses to work. Here is the code I've used, in case I have got any errors in it.
Code:
;Units list
85=PSYR

;Warhead list
106=AreaHeal

[PSYR];Psychic Repairer
UIName=Name:PSYR
Name=Master Mind;this was based on a clone of the mastermind
Image=MIND
Prerequisite=YAWEAP,YATECH
Primary=RangeHealT;Ranged Heal weapon for tanks; this works
Secondary=AreaHealA;Area heal for all; this doesn't
Strength=500
Category=AFV
Armor=heavy
BuildLimit=-4;This means that 4 of these can be built, but if any are destroyed they can't be replaced. This also works
;Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=9
Speed=4
CrateGoodie=no
Crusher=no
Owner=YuriCountry
Cost=1750
Soylent=1750
Points=25
ROT=5
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MasterMindSelect
VoiceMove=MasterMindMove
VoiceAttack=MasterMindAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MasterMindMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes
ImmuneToPsionics=yes
SelfHealing=yes;If it can heal others, it can heal itself
Trainable=no;it can't kill anything, so why should it be promoted?
Deployer=yes;For deploy weapon
DeployFire=yes;For deploy weapon
UndeployDelay=150;For Undeployment

;Ranged tank heal weapon
[RangeHealT]
Damage=-60
ROF=40
Range=7
Projectile=InvisibleAll
Speed=40
Report=FloatingDiscAttack
Warhead=Mechanical
Bright=yes
;IsRadBeam=yes
LaserInnerColor=184,0,216
LaserOuterColor=88,0,80
LaserOuterSpread=10,0,20
LaserDuration=15
IsLaser=true	; this flag tells the game to use the special laser draw effect
DiskLaser=no; new ring draw laser
OmniFire=yes
FireOnce=yes

;Area effect healing weapon
[AreaHealA]
Damage=-80
ROF=30
Range=1
Projectile=AreaHealP
Speed=1
Warhead=AreaHeal
Bright=yes
;IsRadBeam=yes
AreaFire=yes
FireOnce=yes

;Area heal projectile
[AreaHealP]
Inviso=yes
Image=none

;Area heal warhead
[AreaHeal]
CellSpread=4.5
PercentAtMax=.85
Verses=100%,110%,120%,110%,130%,150%,140%,170%,200%,100%,100%
InfDeath=5
AffectsAllies=yes;I want this to affect everything, or just me and my allies if this is possible
Any help with this will be greatly appreciated.
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Old 08-20-2004, 06:27 AM   #2 (permalink)
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Default

In what way does it "refuse to work"? Does it crash the game, damage the units etc. or just do nothing when deployed? Your idea seems logical enough, to have a negative damae desolator. But could you first say exactly what the units does in the game so far?
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Old 08-20-2004, 06:50 AM   #3 (permalink)
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Default

Sorry, I should have said that. The code is on a tank that when in guard mode turns to friendly damaged tanks and repairs them. When the cursor is over it it turns into the deploy cursor, but clicking on it to deploy it or pressing D has no effect at all. It doesn't stay still like it should, it doesn't heal anything heal, nothing happens.
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Old 08-20-2004, 11:55 AM   #4 (permalink)
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Default

try using

PrimaryWeapon=RepairBullet2
SecondaryWeapon=Heal2

[RepairBullet2]
Damage=-.5
ROF=.8
FireOnce=yes

[Heal2]
Damage=-.5
ROF=.8
FireOnce=yes

so it gives the effect to heal everyone quite instantly in his range. However, it will heal only one time for every unit.
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Old 08-20-2004, 12:19 PM   #5 (permalink)
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Only infantry can deploy into themselves. Vehicles can deploy into structures or other vehicles, ergo, you need DeploysInto= or IsSimpleDeployer=/UnloadingClass=
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Old 08-20-2004, 01:58 PM   #6 (permalink)
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so you could create a structure that heals everything, but can deploy back into a healer tank. Like a construction yard adn mcv.
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Old 08-20-2004, 02:45 PM   #7 (permalink)
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I got the code from the MooMans Rules tesla boat, which deployed to create an electric field around itself. I'll put it into a building though to see if that works, but would it automatically fire? Also, is it possible to make it so that a weapon only affects your own sides items? I don't think so, but if anyone knows how it would be good.

Edit: I changed the code from

Deployer=yes
DeployFire=yes

to

DeployFireWeapon=1
IsSimpleDeployer=yes
DeployToFire=yes

This lets it deploy, but due to the low range of the weapon it can not be targeted, or does not work, and it does not fire automatically. With the weapon range increased it still cannot fire, and now it's primary weapon does not work either.
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Old 08-20-2004, 08:19 PM   #8 (permalink)
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DeployToFire=yes will only allow the DeployFireWeapon to work.

So change DeployToFire=yes back to DeployFire=yes.

I should also mention that the weapon code that DvD-IT posted is incomplete.
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Old 08-21-2004, 04:45 AM   #9 (permalink)
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I know it is incomplete, I only listed the important things to make the "area" effect.


[RepairBullet2]
Damage=-.5
ROF=.8
FireOnce=yes
Range=5
Projectile=Invisible
Speed=100
Warhead=Mechanical
Report=IFVRepair
UseSparkParticles=yes
AttachedParticleSystem=WeldingSys


[Heal2]
Damage=-.5
ROF=.8
FireOnce=yes
Range=5
Projectile=Invisible
Speed=100
Warhead=Organic
Report=HEALER1

did I forget something?
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Old 08-21-2004, 05:59 AM   #10 (permalink)
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DvD-IT, the organic warhead can only be used by infantary, so the second weapon would not work. Also, I want it to heal buildings near it, which was why I tried to do an area effect weapon, as there is no warhead which will target friendly damaged buildings, unlike mechanical for tanks or organic for infantary.
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