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Repair ring mechanic

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This guide requires:

  1. rules(md).ini, art(md).ini
  2. Engine extensions: Ares (Must have), Phobos (optional)

Credit to M.Kenosis for discovering this.

Note

This is both possible with Ares and Phobos AttachEffects. However for documenting tutorial purposes, Ares AE is used.

You should also get assets in the following link to experiment.

PPM link: [YR (Ares) Repair Ring by M.Kenosis]

Step 1: Weapon assigning

First you assign repair weapon to a structure.

For example, 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.