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How To Make A Vehicle Mechanic
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asiangod
Vehicle Driver


Joined: 14 Aug 2008

PostPosted: Fri Aug 15, 2008 7:38 pm    Post subject:  How To Make A Vehicle Mechanic Reply with quote  Mark this post and the followings unread

The is how to make a soldier that will heal vehicles.

This unit must be put under the vehicle type list the repair weapon will ONLY work with vehicles. But using this code you can keep the same voxel and voices, but it will be produced from a warfactory, if anyone knows how to bypass the warfactory and put it as barracks please tell me.

Unit Code (remember put as a vehicle type important)

Code:
[MECHANIC]
Name=Mechanic
Image=ENGINEER
Category=AFV
Primary=Repair
Prerequisite=FACTORY
CrushSound=SQUISH6
Strength=100
Pip=green
Armor=none
TechLevel=1
Sight=5
Speed=5
Owner=GDI,Nod
Cost=230
Points=5
VoiceSelect=15-I000,15-I004,15-I012,15-I048
VoiceMove=15-I018,15-I024,15-I044
VoiceAttack=15-I044,15-I050,15-I044,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10   ; This value MUST be 0 for all building addons
Elite=M1Carbine
EliteAbilities=SCATTER
ImmuneToVeins=yes


And this is the weapon code I made for it, just a clone of the original healer one xD but weaker to be different. Feel free to edit it.

Code:
[Repair]
Damage=-28
ROF=60
Range=1.8
Projectile=Invisible
Speed=100
Warhead=Mechanical
Report=REPAIR11
UseSparkParticles=yes
AttachedParticleSystem=WeldingSys


And this is the code for the art.ini to retain the cameo and, ect (place this with the vechile codes in art.ini important)
Code:
[MECHANIC]
Voxel=yes
Remapable=yes
PrimaryFireFLH=110,0,105
Cameo=ENGNICON
Sequence=E1Sequence

Last edited by asiangod on Fri Aug 15, 2008 7:54 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 15, 2008 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't be done. Infantry can only heal infantry, while vehicles can only heal vehicles. The logic from RA1 doesn't excist anymore...

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asiangod
Vehicle Driver


Joined: 14 Aug 2008

PostPosted: Fri Aug 15, 2008 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Can't be done. Infantry can only heal infantry, while vehicles can only heal vehicles. The logic from RA1 doesn't excist anymore...


Um dude I knew that's why I made it a vehicle type and made the image the engineer and cameo etc just try it out and repair a vehicle it'll work but it's made from warfactory so yea I tested it myself.

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Fri Aug 15, 2008 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

It kinda makes sense for a mechanic to work in a War Factory Smile

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 15, 2008 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fail at reading when it's late >_< Forget what I said then...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 15, 2008 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you even tested the stuff you wrote?

1. infantrysequences don't work on vehicletypes.
2. voxel=yes in the art.ini entry is wrong. it's an SHP like every infantry
3. an infantry made as vehicletype gets the big selection box and always takes a whole cell (not only a third as infantry); it isn't an infantry anymore and also can't be transported by an APC
4. Image=ENGINEER in rules.ini and it should use the MECHANIC art.ini entry? total fail!

Imo this "tutorial" should be moved in the crap forum.

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asiangod
Vehicle Driver


Joined: 14 Aug 2008

PostPosted: Fri Aug 15, 2008 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
do you even tested the stuff you wrote?

1. infantrysequences don't work on vehicletypes.
2. voxel=yes in the art.ini entry is wrong. it's an SHP like every infantry
3. an infantry made as vehicletype gets the big selection box and always takes a whole cell (not only a third as infantry); it isn't an infantry anymore and also can't be transported by an APC
4. Image=ENGINEER in rules.ini and it should use the MECHANIC art.ini entry? total fail!

Imo this "tutorial" should be moved in the crap forum.


Um well ok I might have messed up on that but in the test I did it worked perfectly fine so I'll just ignore all my obvious mistakes Very Happy and glitches

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Aug 16, 2008 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

MOVED
@asiangod
Test your code before posting it as a Tutorial

Edit:Moved to Editing discussion instead of crap forum.... just incase something possibly useful comes out of this ? #Crazy

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Last edited by SMIFFGIG on Sat Aug 16, 2008 1:42 pm; edited 1 time in total

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Aug 16, 2008 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually, it can be transported by an apc if size=1; See the terror drone. And hasn't someone already done this?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 16, 2008 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is TS
no terror drone, no vehicle transport

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sat Aug 16, 2008 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, to make it a bit logical, one can make a power-armored mechanic and just code it in like the wolverine.

no infantry sequences there, but you'll have to animate it in such a way the wolverine is; with corresponding "repair" animations as attack animations.

Death animations will have to be made separately and will have to be coded as "Explosion=XXX"

it'll be up to the modeller to make the walk animations as human looking as he can, although potential drawbacks I can see are:

1) no crawl animations

2) ROT must be coded to be very high to make it turn almost instantly like infantry.

3) speed < 12

4.) big selection box

5.) won't be transported by means of APC

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