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Repair ring mechanic
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This guide requires:
- rules(md).ini, art(md).ini
- 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.