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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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__NOTOC__
__NOTOC__


This adds a mechanic like the one in the original Red Alert.
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. Copy-and-paste then changing is good if you want a quick job, or you can easily created a new unit. If you copy an existing unit, the Engineer is an exceptional choice. The only absolutely necessary coding for any unit is adding [[OmniCrushResistant]]=yes and/or [[Crushable]]=no (I am serious here. Adding [[OmniCrushResistant]]=yes to a unit with [[Crushable]]=yes still allows it to be crushed by units with [[Crusher]]=yes.) This prevents the unit from being run over by what it is trying to repair. Make sure it has a weapon you can edit as well.
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]]= 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.
 
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!


=Suggestions For Use=
=Notes=
*The aforementioned Engineer is a good choice. Using the cameo for the Yuri Engineer (this is not used ingame, oddly), is useful for differentiating between the Engineer and Mechanic
 
*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.


*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. The attack will look like it is "scratching" (or "fixing") the unit if the [[LimboLaunch]] logic is just 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.