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Crate Tricks
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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Tue May 12, 2009 3:53 am    Post subject:  Crate Tricks Reply with quote  Mark this post and the followings unread

I played a mod called Robot Storm and it inspired me to make crates by deploying or building it.

First: Deploying ; Like in Robot Storm.

[BuildingTypes]
XXX=DummyCrate

[VehicleTypes]
XX=TRUCKC

[TRUCKC] ; Copied from TRUCKB
UIName=Name:TRUCKC
Name=Crate Carrier
Image=TRUCKB ; Let's say all sides can build this unit.
Prerequisite=Tech
Category=Transport
Primary=none
Secondary=none
Strength=200 ;Really needs to be guarded
Armor=light
Turret=no
TechLevel=10
Sight=5
Speed=4
Owner=Americans,Alliance,British,French,Germans,Confederation,Arabs,Africans,Russians,YuriCountry
AllowedToStartInMultiplayer=no
DoubleOwned=yes ; Universal
Cost=2500 ; Since it lays crates we'll make this expensive.
Soylent=500
Points=40
ROT=5
Crusher=no
SelfHealing=no
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=5
CanRetaliate=no
StupidHunt=yes
SpecialThreatValue=1
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DeploysInto=DummyCrate
DeployTime=.06
Deployable=yes
DebrisTypes=none
DebrisMaximums=0
CarriesCrate=yes
TruckCrate=yes
Size=6
Trainable=no

Now the building:

[DummyCrate]
RadarInvisible=yes
Primary=none
Selectable=no
ClickRepairable=no
Strength=0
Repairable=no
LegalTarget=no
Insignificant=yes
WorkingSound=CrateMoney
Armor=none
RadarVisible=no
Nominal=no
TechLevel=-1
Adjacent=0
BaseNormal=no
Sight=0
Points=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
FreeUnit=CTRK
Capturable=false
Spyable=false
Cost=0
ThreatPosed=0
SpecialThreatValue=1
Crewed=no
Artillary=yes
Explosion=INVISO
CrateBeneath=true
;CrateBeneathIsMoney=true ; Needs to be random
AIBuildThis=no

Art(md).ini:

[DummyCrate]
ActiveAnim=Explosion_A
ActiveAnimX=0
ActiveAnimY=0
Cameo=none
Foundation=1x1
Height=1

Second: Building crates

[BuildingTypes]
XXX=NAMEHERE  ; Since I don't have a good name for it.

[NAMEHERE]
UIName=Name:Crate
Name=Crate
BuildCat=Tech
Prerequisite=ConYard
Strength=0
CrateBeneath=true
CrateBeneathIsMoney=true ; false if you want it to be random.
WorkingSound=CrateMoney
Armor=wood
TechLevel=1
Adjacent=5
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0
Cost=2500
Points=0
Power=0
Capturable=false
Crewed=no
Explosion=INVISO
MaxDebris=0
MinDebris=0
ThreatPosed=0
TogglePower=no
Spyable=no
ImmuneToPsionics=yes


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

Last edited by Lexa on Wed May 13, 2009 1:28 am; edited 2 times in total

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed May 13, 2009 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Though it doesn't matter, DoubleOwned doesn't have any effect. That was a Red Alert tag and it's entirely left over.

And if you want the sound on the building to play when it's 'built', you only need WorkingSound with no NotWorkingSound.

Other than that, should be helpful and easily expanded since this is the only method for MAD Tanks.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu May 14, 2009 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Thu May 14, 2009 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well yes. Also you can make fake superweapons with these or your tutorial, AG.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri May 15, 2009 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

fake superweapons are pointless, there is NPatch and Ares in future

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Fri May 15, 2009 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
fake superweapons are pointless, there is NPatch and Ares in future


Well for those who can't install NPatch, ZPatch, RPatch, or Ares. Then it's not pointless for them.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri May 15, 2009 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't use any "superweapon logic" your just deploying a invisible building which can be placed anywhere

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Fri May 15, 2009 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
It doesn't use any "superweapon logic" your just deploying a invisible building which can be placed anywhere


Yes... with a DeathWeapon.

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