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Implementing a Mechanic

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Revision as of 20:18, 1 April 2008 by Demon Red Storm (talk | contribs) (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...)
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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 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 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.

After this, add the unit and warhead to your list and you're done!

Suggestions For Use

  • 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. 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.