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Ares 0.D Engineer Repairer?
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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Wed Jun 14, 2017 6:54 am    Post subject:  Ares 0.D Engineer Repairer? Reply with quote  Mark this post and the followings unread

I've searched the Ares Documentation http://ares-developers.github.io/Ares-docs/

for engineer and repair but there's no info on how to use make the engineer repair vehicles.
I tried RepairBullet but that didn't work.
So how do we do this exactly?

P.S. I'm getting a heal icon too when I hover infantry by having the RepairBullet.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Jun 14, 2017 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Engineer can not use any weapons even if it is healing weapon in its default form, engineer logic conflicts this, only bypass might be deploy but its simpler to make dedicated medic/mechanic.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Jun 15, 2017 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

in my mod using Ares. You can get a heal like you sorta want using attach animation and negative verses value on animation warhead.

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Thu Jun 15, 2017 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

But they added the feature now supposedly to Ares 0.D.

I was told it would be added and it says in the website
http://ares.strategy-x.com/

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Jun 15, 2017 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread


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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Jun 15, 2017 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I think Ares 0.D only fixed the bug disallowing infantry from healing vehicles, and vehicles healing infantry. Not fixing hard-coded issues with engineers.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Fri Jun 16, 2017 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
http://ares-developers.github.io/Ares-docs/new/warheads/mechanical.html


Ahhh that's what it was under! Should have named it heal/repair, it's the logical title for it -__-

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Fri Jun 16, 2017 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
I think Ares 0.D only fixed the bug disallowing infantry from healing vehicles, and vehicles healing infantry. Not fixing hard-coded issues with engineers.


Allowing infantry to repair vehicles = engineers can repair vehicles, no? or are engineers not infantry?

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Fri Jun 16, 2017 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Found the solution!!

used a custom [Heal] weapon and just changed the [Organic] warhead verses from infantry to vehicles as mentioned in the documentation "depending on verses" -- and it worked!

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Fri Jun 16, 2017 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Found a major problem with this feature:

Can't use  DefuseKit with it as it will not remove Ivan's bomb when having a repair weapon.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Jun 16, 2017 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that is becuase it uses the primary weapon for scanning for Ivan Bombs.

"Primary=DefuseKit" is to defuse Ivan Bombs.
The Secondary "VirtualScanner" is used for the AI to detect capturable buildings.

http://modenc.renegadeprojects.com/BombDisarm

Find BombDisarm in your RulesMD.ini

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Sat Jun 17, 2017 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

PillBox20 wrote:
I think that is becuase it uses the primary weapon for scanning for Ivan Bombs.

"Primary=DefuseKit" is to defuse Ivan Bombs.
The Secondary "VirtualScanner" is used for the AI to detect capturable buildings.

http://modenc.renegadeprojects.com/BombDisarm

Find BombDisarm in your RulesMD.ini


I tried having DefuseKit as primary weapon but that doesn't fix it.

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Sat Jun 17, 2017 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

From Engineer page of Modenc wrote:
In Red Alert 2 and Yuri's Revenge, this also prevents infantry from using a weapon on any object, should they be given one, except if the weapon has a warhead with BombDisarm=yes set, in which case it will be able to target and successfully be used on objects which have an IvanBomb attached. Weapons of any kind can be force-fired on the ground.

-Taken from here.


I guess this is hardcoded. The best you could do is to combine DefuseKit and Repair Weapon into 1 weapon.

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Sun Jun 18, 2017 4:00 am    Post subject: Reply with quote  Mark this post and the followings unread

"I guess this is hardcoded. The best you could do is to combine DefuseKit and Repair Weapon into 1 weapon."

Even with the BombDisarm=yes in the [Organic2] warhead it still doesn't work :/

Last edited by lionRA2forums on Mon Jun 19, 2017 7:08 am; edited 1 time in total

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Sun Jun 18, 2017 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

The weapon can only be used on units with IvanBombs attached, or can only be forced fire on the ground. I can't cover too much because I never tested it myself. :/

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Mon Jun 19, 2017 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

IamInnocent wrote:
The weapon can only be used on units with IvanBombs attached, or can only be forced fire on the ground. I can't cover too much because I never tested it myself. :/


I know and I tried those but to no avail.

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