How to add Repair ring System: Difference between revisions
Appearance
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..." |
No edit summary |
||
| Line 11: | Line 11: | ||
Credit to M.Kenosis for discovering this. | Credit to M.Kenosis for discovering this. | ||
===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
|
|
|
|
|
|
This guide requires:
- rules(md).ini, art(md).ini
- Engine extensions: Ares, Phobos (optional)
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.





