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Defensive Powerplants
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BitterBladeVII
Civilian


Joined: 13 Feb 2006

PostPosted: Wed Feb 15, 2006 2:27 pm    Post subject:  Defensive Powerplants Reply with quote  Mark this post and the followings unread

I simply had the idea of defending a base using the powerplants.

; Soviet power plant
[NAPOWR]
UIName=Name:NAPOWR
Name=Tesla Reactor
BuildCat=Power
Prerequisite=NACNST
Strength=750
Armor=wood
TechLevel=1
Sight=4
Adjacent=2
Primary=CoilBolt
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
Power=1500
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,tstlexp
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
Spyable=yes
DieSound=PowerPlantDie

With the value Primary=Coilbolt the powerplant will fire bolts of tesla, similar to a tesla coil.


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI 

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Feb 15, 2006 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is not a research, is it? Moved. I guess it can fit under "Tutorials".

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Wed Feb 15, 2006 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why would you want a power plant firing tesla bolts?

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Feb 15, 2006 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

PP's as a defensive structure. BRILLIANT!

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IN-GAME NAME: MAKINTOKE

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Wed Feb 15, 2006 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Elerium-155 wrote:
Why would you want a power plant firing tesla bolts?


Um... because it's already generating tesla power for the base. Why not utilize unused tesla energy as a weapon?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Feb 15, 2006 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow... Thought soviet pp should be able to shot...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Feb 15, 2006 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

uh coilbolt? considering the range and firepower as well as the cheap cost of a tesla reactor that is noobish an better idea would be for it generate electric wave around it or in radiation for a nuclear reactor which was implemented in Robot Storm.

Oh for more creativity, upgrades which generate the ability i.e. electric shock but cause damage upon being used for tactical decision making.

I.e. protect powerplant at risk of self-harm to structure every time it defends itself.

Also why r u posting the entire NAPOWR code, why not just [NAPOWR] add Primary= tag ..

Finally its gonna look stupid seeing an electric line bolt coming out of no where so u might need to tweak the art code.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Feb 15, 2006 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make what every unit close to pp get electrocuted(It's a large ball of steel for COL)

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Wed Feb 15, 2006 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Power Plants are made to be protected, not as a defensive structure (it's supposed to power defensive structures, not be a defensive structure in itself unless you do a heck of a lot of balancing.)

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