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Implementing a Mechanic: Difference between revisions
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New page: __NOTOC__ This adds a mechanic like the one in the original Red Alert. =The Unit= The code here is simple. Copy-and-paste then changing is good if you want a quick job, or you can easil... |
Fixed some faulty information. Also changed some wording to better reflect the intent and match grammatical standards. |
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Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
This adds a mechanic like the | This adds a mechanic-like unit, similar to the Mechanic concept in Red Alert and Engineer+IFV in Red Alert 2. | ||
=The Unit= | =The Unit= | ||
The code here is simple. | The code here is simple. Copying-and-pasting then modifying is good if you want a quick job, or you can easily create a new unit. Make sure it has a weapon you can edit as well. | ||
=The Weapon= | =The Weapon= | ||
Simply change the [[Damage]] | |||
Simply change the [[Damage]] to a negative number. Play with the actual value and [[ROF]] a little, since most values on standard weapons are pretty powerful for the task at hand. | |||
=The Warhead= | =The Warhead= | ||
Here, make sure only vehicle and/or special_1 verses are usable. The immunity logic helps a bit here, as certain things with said armors should not need repairing. | Here, make sure only vehicle and/or special_1 verses are usable. The immunity logic helps a bit here, as certain things with said armors should not need repairing. | ||
=Finishing Up= | |||
After this, add the unit and warhead to your list and you're done! | After this, add the unit and warhead to your list and you're done! | ||
= | =Notes= | ||
* | |||
*Using a Terror Drone is a good idea, but its [[LimboLaunch]] setup will have to be changed (unless you want it to, say, "merge" with the target and be lost in a one-time use). The attack will look like it is "scratching" (or "fixing") the unit if the [[LimboLaunch]] logic is removed. Add a good warhead animation and sound, if you wish, for a nice overall effect. | |||
* | *[[InfantryTypes]] cannot be used to achieve this effect. The [[Hardcoded]] page, feature 6, explains why. | ||
[[Category:RA2/YR Tutorials]] | [[Category:RA2/YR Tutorials]] |
Latest revision as of 03:33, 20 February 2010
This adds a mechanic-like unit, similar to the Mechanic concept in Red Alert and Engineer+IFV in Red Alert 2.
The Unit
The code here is simple. Copying-and-pasting then modifying is good if you want a quick job, or you can easily create a new unit. Make sure it has a weapon you can edit as well.
The Weapon
Simply change the Damage to a negative number. Play with the actual value and ROF a little, since most values on standard weapons are pretty powerful for the task at hand.
The Warhead
Here, make sure only vehicle and/or special_1 verses are usable. The immunity logic helps a bit here, as certain things with said armors should not need repairing.
Finishing Up
After this, add the unit and warhead to your list and you're done!
Notes
- Using a Terror Drone is a good idea, but its LimboLaunch setup will have to be changed (unless you want it to, say, "merge" with the target and be lost in a one-time use). The attack will look like it is "scratching" (or "fixing") the unit if the LimboLaunch logic is removed. Add a good warhead animation and sound, if you wish, for a nice overall effect.
- InfantryTypes cannot be used to achieve this effect. The Hardcoded page, feature 6, explains why.