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How do I make Red alert 2 bridge repair trigger
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Thu Oct 17, 2019 12:54 am    Post subject:  How do I make Red alert 2 bridge repair trigger Reply with quote  Mark this post and the followings unread

How do I make a engineer paradrop bridge repair trigger/script thing in FA2 for RA2...?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 17, 2019 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

One thing you'd need is to have the engi that'll fix the bridge a "Spy on Building @ Waypoint" script action so that the engi goes into the hut and fixes it.
I THINK "Move to Waypoint" might also do the trick, but I'm not sure.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 17, 2019 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the problem is that for a paradrop the usual "Unload - lose transport, keep units" won't work.
I would try it in 2 steps
-a script which lets the paradrop plane attack a waypoint to paradrop the passengers (no clue if RA2 has a special script command for paradropping)
then immediately set a local variable

-with the local variable set, recruit the dropping engineer into a new team which has then as its script to enter/infiltrate the bridgehut (e.g. script command "Attack enemy building" and a bridgehut as the selected buildingtype).

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 17, 2019 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Have trigger fire every 60s or less, and each time it spawns a paradrop plane that'll drop the Taskforce in the proper spot.
I remember there's trigger that allows you to designate at which waypoint the ParaDrop should happen, and then you tell the team at which waypoint the transport should spawn.

Then add the local variable set to happen by hooking up a "if infiltrated by house A then set local variable".
Once that variable is set, the plane-spawner disables.

Now, how to make the game chk for the bridge's intact-ness?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Oct 17, 2019 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the third Allied mission "Hail to the Chief" the AI was scripted to spawn an engineer that would enter the bridge hut near your base every few minuets, even if the bridge wasn't blown up. You could look at the map & see how the trigger is set up there.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Thu Oct 17, 2019 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Mig eater! Looking at that mission could prove more helpful than an explanation.

But I do have a question from quickly looking. Is there an explanation to what Local variables are and how there used in Fa2/Ra2?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Oct 18, 2019 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Oct 18, 2019 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

The eleventh Allied mission "Fallout" has an engineer team that is paradropped in after the bridge is blown up, that one might be more closer to what you're after.

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