Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Thu Mar 19, 2015 2:16 pm Post subject:
The animation is on YRArgentina (and possibly here too, in the Media Hut section). There are also a few shp's of actual repair cranes floating around in the community.
As for the repair function, I've not snooped around in MO's code and have no intention of ripping it, so I'm kind of on my own with this, but maybe the following would work:
Add an AttachEffect.Animation=XXXX, where XXXX is the ID of your repair ring animation, and AttachEffect.Duration=-1. Then give that animation a negative damage value in artmd.ini, and a warhead.
That warhead needs to have 0% against buildings and infantry (otherwise those would get healed) and AffectsEnemies=no (otherwise enemy units would get healed). You also need to give it a CellSpread of your own preference. A good idea would be to make the CellSpread equal to the diameter of the repair animation. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
The repair ring is actually an AlphaImage, not the AttachEffect animation or an ActiveAnim. You'd have to give the AE anim (which is invisible & applies the healing effect) a certain Duration and Delay to get the effect that MO has. The ring needs to be in the "alphatst" palette to appear correctly. (You can just copy the "fullfnt3" palette from Tiberian Sun and rename it.)
From Red Resurrection (my own comments added for clarification):
Code:
[NASCRN]; put these tags in the crane building's entry in RulesMD.ini
...; other building stuff, not important here
AlphaImage=SCRNRING; the transparent ring around the building (doesn't need to be listed in [Animations] since it's /not/ an anim)
AttachEffect.Animation=CRANEAE; invisible anim, has Damage & Warhead tags. don't forget to list the anim in [Animations]!
AttachEffect.Delay=25; how long in frames before CRANEAE re-applies itself
AttachEffect.Duration=5; how long in frames CRANEAE is active
AttachEffect.ForceDecloak=yes; AE anims don't play at all on cloaked buildings, making cloaked cranes unable to repair vehicles
[CraneRepairWH]; give the CRANEAE anim "Warhead=CraneRepairWH" and "Damage=25" (or whatever number, just make sure it's not negative!) in ArtMD.ini, also make sure your warhead is listed in [Warheads]!
Verses=0%,0%,0%,-100%,-100%,-100%,0%,0%,0%,-100%,0%; give the anim a positive Damage value! Negative Damage doesn't work on anims
CellSpread=4.5; roughly the size of the ring (5 is just a bit too big)
AffectsAllies=yes
AffectsEnemies=no
Malicious=no; not really needed here since it ends up repairing instead of damaging - makes it so you don't hear "ore miner under attack" when it affects your harvesters
Sonic=yes; removes Terror Drones and TD-like Parasite units from vehicles for a few moments
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Mar 19, 2015 6:07 pm Post subject:
Yes, AttachEffect anims has their invoker set as owning house.
This applies to both types, actually, warheadAEanims also have the invoker house set. Invoker unit directly caused bugs, but invoker house works.
Notsure, but I could have make this toward other animations as well - never tested that part out, but the fix is pretty global. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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