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How to add Repair ring System: Difference between revisions

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Created page with "{{Guideheader |ra2=yes |yr=yes }} <br> This guide requires: # rules(md).ini, art(md).ini # Engine extensions: Ares, Phobos (optional) Credit to M.Kenosis for discovering this. First you assign repair weapon to a structure. For example purposes Allied Factory was used. However it is not recommended to use Factory BuildingTypes for Repair ring mechanic. "Factory cannot produce units if it is firing the weapon. Give it to your service depot or any special purposed bui..."
 
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Credit to M.Kenosis for discovering this.
Credit to M.Kenosis for discovering this.


First you assign repair weapon to a structure. For example purposes Allied Factory was used. However it is not recommended to use Factory BuildingTypes for Repair ring mechanic.
===Step 1: Weapon assigning===


   "Factory cannot produce units if it is firing the weapon. Give it to your service depot or any special purposed building."Kenosis
First you assign repair weapon to a structure.
 
For example purposes Allied Factory was used. However it is not recommended to use Factory BuildingTypes for Repair ring mechanic.
 
   "Factory cannot produce units if it is firing the weapon. Give it to your service depot or any special purposed building."
-Kenosis
 
  [GAWEAP]
  AlphaImage=RepairRing
  Primary=RepairWeapon
  GuardRange=255
  AttackFriendlies=yes
  DeathWeapon=RepairWeapon
 
===Step 2: Defining Weapon===
 
Its weapon should now be defined like this:
 
Weapon code:
  [RepairWeapon]
  Damage=1
  ROF=100
  Range=-2
  Projectile=RepairPj
  Speed=40
  Warhead=AnimGenerator
  AreaFire=yes
 
Projectile code:
  [RepairPj]
  Image=120MM
  ROT=100
  DetonationAltitude=0
  SubjectToCliffs=yes
  SubjectToElevation=yes
  SubjectToWalls=yes
 
Warhead code for generating animation:
  [AnimGenerator]
  Verses=0%,0%,0%,5%,5%,5%,0%,0%,0%,5%,5%
  Rocker=no
  CellSpread=4.5
  AttachEffect.Animation=APLACEHOLDER
  AffectsEnemies=no
  AttachEffect.Duration=100
 
Warhead code for the WH used in art(md).ini, used by APLACEHOLDER
  [RepairWH]
  Verses=0%,0%0%,-100%,-100%,-100%,0%,0%,0%,0%,0%
  CellSpread=.5
 
===Step 3: Defining Animation and its Warhead===
 
In art(md).ini, define it like this:
 
  [APLACEHOLDER]
  Rate=400
  TrailerSeperation=20
  Trailer=REPAIR1
  TrailerAnim=REPAIR1
  SpawnDelay=20
  YSortAdjust=1024
 
  [REPAIR1]
  Image=INVISO
  Damage=10
  Warhead=RepairWH
 
Now you should have Repair ring mechanic on a structure.

Revision as of 13:40, 3 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge


This guide requires:
  1. rules(md).ini, art(md).ini
  2. Engine extensions: Ares, Phobos (optional)
Credit to M.Kenosis for discovering this.

Step 1: Weapon assigning

First you assign repair weapon to a structure.

For example purposes Allied Factory was used. However it is not recommended to use Factory BuildingTypes for Repair ring mechanic.

 "Factory cannot produce units if it is firing the weapon. Give it to your service depot or any special purposed building."

-Kenosis

 [GAWEAP]
 AlphaImage=RepairRing
 Primary=RepairWeapon
 GuardRange=255
 AttackFriendlies=yes
 DeathWeapon=RepairWeapon

Step 2: Defining Weapon

Its weapon should now be defined like this:

Weapon code:

 [RepairWeapon]
 Damage=1
 ROF=100
 Range=-2
 Projectile=RepairPj
 Speed=40
 Warhead=AnimGenerator
 AreaFire=yes

Projectile code:

 [RepairPj]
 Image=120MM
 ROT=100
 DetonationAltitude=0
 SubjectToCliffs=yes
 SubjectToElevation=yes
 SubjectToWalls=yes

Warhead code for generating animation:

 [AnimGenerator]
 Verses=0%,0%,0%,5%,5%,5%,0%,0%,0%,5%,5%
 Rocker=no
 CellSpread=4.5
 AttachEffect.Animation=APLACEHOLDER
 AffectsEnemies=no
 AttachEffect.Duration=100

Warhead code for the WH used in art(md).ini, used by APLACEHOLDER

 [RepairWH]
 Verses=0%,0%0%,-100%,-100%,-100%,0%,0%,0%,0%,0%
 CellSpread=.5 

Step 3: Defining Animation and its Warhead

In art(md).ini, define it like this:

 [APLACEHOLDER]
 Rate=400
 TrailerSeperation=20
 Trailer=REPAIR1
 TrailerAnim=REPAIR1
 SpawnDelay=20
 YSortAdjust=1024 
 [REPAIR1]
 Image=INVISO
 Damage=10
 Warhead=RepairWH 

Now you should have Repair ring mechanic on a structure.