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Making bases attackable like in Starcraft.
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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Jun 17, 2009 1:32 am    Post subject:  Making bases attackable like in Starcraft.
Subject description: Now a reality!
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I've been doing some tinkering and shit all afternoon and excuse me if this has been done before but I have discovered the method to making "normal" buildings attackable on their own.

Case in point, in stock RA2/YR only defenses could be auto-targeted by units. Now any building can be done up the same way. Just add this code to your buildings:

Code:


;Just some building
[zzzBuilding]
Primary=DummyGun
LandTargeting=1

[DummyGun]
Damage=1
Range=0
NeverUse=yes
Projectile=Invisible ;stock projectile
Warhead=SA ;stock warhead
Speed=XXX ;not likely relevant but listed anyways


You can name the weapon whatever you want so long as the building has LandTargeting=1 and the dummy weapon is built at least as Range=0 and NeverUse=yes.

Note: For this to work, each building must have non-zero ThreatPosed=

Advantages:

Eases up gameplay for attacking bases.
Encourages hit and run tactics with OpportunityFire units
Air units (JumpJet loco only) will engage this.
Completely revamps the "old" thought that you couldn't just attack move and win.
No radial indicator like defenses
No force fire cursor (see below)
No passive acquiring whatsoever
No actual damage dealt

Disadvantages:

Construction Yards that are re-deployable can show a force fire attack cursor.
Units will not auto target something with higher threat, this is an engine/AI limitation. So pay attention!

Have fun and enjoy!

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Wed Jun 17, 2009 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

That's awesome.

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