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Mirage Infantry?
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Jul 21, 2012 10:28 am    Post subject:  Mirage Infantry? Reply with quote  Mark this post and the followings unread

So... can it be possible to make a Mirage Infantry with the Kennel Hack?

Making Dummy Infantry & Sides...

Then using AlternateTheater to make him use Temperate,Desert,Snow Versions?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jul 21, 2012 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you have essentially already made it.

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"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jul 22, 2012 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it almost works... the Kennel Hack allows the unit to be built at the GAPILE but he still ends up picking up the GI as his disguise.


ArtMD
Code:

; Tree Guys Art Entries
[TREE01GUY]
Sequence=TreeSequence
Crawls=yes
Remapable=no
FireUp=2

[TREE01GUYA]
Sequence=TreeSequence
Crawls=yes
Remapable=no
FireUp=2

[TREE01GUYD]
Sequence=TreeSequence
Crawls=yes
Remapable=no
FireUp=2

[TREE02GUY]
Sequence=TreeSequence
Crawls=yes
Remapable=no
FireUp=2

[TREE02GUYA]
Sequence=TreeSequence
Crawls=yes
Remapable=no
FireUp=2

[TreeSequence]
Ready=0,1,1
Guard=0,1,1
Prone=0,1,1
Walk=0,1,1
Idle1=0,1,1
FireUp=0,1,1
FireProne=0,1,1
Up=0,1,1
Down=0,1,1
Crawl=0,1,1
Die1=0,1,1
Die2=0,1,1
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Cheer=0,1,1
Paradrop=0,1,1
Panic=0,1,1


RulesMd
Code:
; Temperate Version
[TREE01GUY]
UIName=NOSTR:Suspicious Tree
Image=TREE01GUY
NotHuman=yes
Category=Civilian
Strength=5
AlternateTheaterArt=yes
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Snow Version
[TREE01GUYA]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Desert Version
[TREE01GUYD]
UIName=NOSTR:Suspicious Cactus
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Temperate Version
[TREE02GUY]
UIName=NOSTR:Suspicious Tree
Image=TREE02GUY
NotHuman=yes
Category=Civilian
Strength=5
AlternateTheaterArt=yes
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Snow Version
[TREE02GUYA]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Desert Version
[TREE02GUYD]
UIName=NOSTR:Suspicious Cactus
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Temperate Version
[TREE03GUY]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
AlternateTheaterArt=yes
Image=TREE03GUY
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Snow Version
[TREE03GUYA]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

; Desert Version
[TREE03GUYD]
UIName=NOSTR:Suspicious Cactus
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes

[MIRAGEDUDE]
UIName=NOSTR:Mirage Legionnaire
Category=Soldier
Primary=MirageGun
ElitePrimary=MirageGunE
Parachute.Anim=GAPARACH
OpenTransportWeapon=1;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
Prerequisite=GAPILE
CrushSound=InfantrySquish
CanDisguise=yes
PermaDisguise=yes
Strength=125
Pip=white
Armor=flak
TechLevel=3
Sight=6
Speed=4
Owner=Trees
AllowedToStartInMultiplayer=no
Cost=200
Soylent=200
Points=10
IsSelectableCombatant=yes
VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
VoiceFeedback=
DieSound=SealDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=no
IFVMode=0


Sides Entry...
Code:


[Sides]
...
...
...
...
TreeSide=Trees

[TreeSide]
DefaultDisguise=TREE01GUY,TREE02GUY,TREE03GUY


And one last thing... how do i code the Customized Ivan Bomb. The Seal one I make keeps crashing saying it has no Warhead. And how do you write up the code for the cursor flicker rate. (I'm using Graion's RA1 C4)



Code:
[SealSapper]
Damage=300
ROF=120
Range=1.5
CellRangeFinding=yes
Speed=100
Projectile=Invisible
SabotageCursor=yes
Warhead=SealC4WH
FireOnce=yes
IvanBomb.Warhead=SealC4WH
IvanBomb.Damage=300
IvanBomb.Detachable=no
IvanBomb.DestroysBridges=yes
IvanBomb.Delay=160
IvanBomb.AttachSound=SealPlaceBomb
IvanBomb.Image=RAC4CURS

[SealC4WH]
IvanBomb=yes
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,100%

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jul 22, 2012 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I dunno the disguise.

IvanBomb... you have to use different warhead for damaging and for placement, and both must be in the Warhead list. See example.
Code:
[RA1C4]
IvanBomb.Damage=1000
Damage=1
ROF=50
Range=1.5
CellRangefinding=yes
FireOnce=yes
Projectile=Invisible
Warhead=RA1C4BOMB
IvanBomb.Warhead=RA1C4WH
IvanBomb.Detachable=no
IvanBomb.DestroysBridges=yes
IvanBomb.Delay=90
IvanBomb.AttachSound=RA1TanyaPlaceC4
IvanBomb.Image=rac4curs
[RA1C4BOMB]
IvanBomb=yes
Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,0%,100%
[RA1C4WH]
Verses=100%,100%,100%,100%,100%,100%,250%,250%,250%,100%,100%
Versus.CYArmor=200%
InfDeath=6
AnimList=RA1C4EXP


The cursor flicker rate is calculated from the delay and the length of the Bomb itself. If it's slow just simply extend it via copypasting the last two frames. #Tongue

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 22, 2012 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

DefaultDisguise=TREE01GUY,TREE02GUY,TREE03GUY

Not 100% sure, but I believe that only allows One entry. Thus why its reverting back to the AlliedDisguise=E1

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jul 23, 2012 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope still nothing...

I'm going to assume the Game also refers to whichever Side's Barracks is used to which Disguise It'll try to pick up...

GI for GAPILE
Conscript for NAHAND
Initiate for YABRCK

... Embarassed

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jul 23, 2012 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jul 23, 2012 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

They already have PermaDisguise=yes

DisguiseWhenStill=yes also seems to break disguise logic for infantry and doesn't work...

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jul 23, 2012 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium is right. DefaultDisguise= takes a single InfantryType. Worse, it adds the invalid value as a new infantry type, so don't do that.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jul 23, 2012 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... well either way, Dude still won't pop out as using the Dummy Infantry. Still pops out as GI with his Disguise.

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Mav.EricK
a.k.a SuperMario649


Joined: 15 Oct 2011
Location: Your grave.

PostPosted: Mon Jul 23, 2012 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hold on, can't you do this whole thing with it being a vehicle type with built at?, just the problem of it having to take a whole cell, and it having to use mech art entries, meaning .shp frames must go clockwise instead.

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Modelling an infantry unit for TS/Ra2/Yr with 3dsmax (Tutorial):
http://www.ppmsite.com/forum/viewtopic.php?p=458275#458275
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http://www.ppmsite.com/forum/download.php?id=43817

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jul 23, 2012 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I want it to be an infantrytype.

Pops out of Barracks...
Medic can heal it...
Hospital gives it the healing...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Jul 23, 2012 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whole concept is flawed to be fair. Even if there were no technical limitations preventing you from creating infantry that disguises just like Mirage Tank, following facts would hinder the usability of such infantry to a major degree.

1. More than one infantry can reside on a particular cell at one time.
2. Said infantry do not need to reside at the very center of the cell, unlike vehicles.

Basically you could have like two or three tree-disguised infantry on one cell, which would give the disguise away immediately since you can only have one TerrainType on one map cell. Even if you used just one such infantry, if the said infantry is standing at anywhere but the center of the cell, it would still give the disguise away.

Above things however, are not much of a concern considering that you can't really use InfantryType disguising logic to create convincing tree disguise in first place.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Jul 23, 2012 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Beating a dead horse I am afraid, too many fundamental problems with the idea and its execution

Defaultdisguise (spy logic) unit is normally targeted by anything instead of mirage behaviour of needing to be detected between the firing chance thus spy logic and the mirage one aren't quite the same, essentially perma disguise is that it retains the disguise permanently while mirage has a chance to lose it and thus enemy fires upon then.

Practicality in urban areas is zero to none like for original mirage.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jul 23, 2012 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what you are saying, if a disguise is drawn from the Neutral House it would still be considered an aggressive target and thus will still be attacked by the AI?

And Yes I know of these flaws and impracticalities.

It is one of the major aspects of the unit's mirage system being downsized to an infantry.

-The Tree is more obvious as stated. Due to the limited unit palette, walking trees, and the way how infantry will be able to conglomerate by up to 3 in a cell.

-You can highlight the "Tree"

-Enemy players can hover over the "Tree" and get the name "Suspicious Tree/Cactus"

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Jul 24, 2012 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you are not getting the obvious about defaultdisguise, it defaults to your own side even with basic disguise on like ordinary spy does until you used the makeupkit so doesn't matter if you assigned it entry that is supposedly neutral.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jul 24, 2012 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
I think you are not getting the obvious about defaultdisguise, it defaults to your own side even with basic disguise on like ordinary spy does until you used the makeupkit so doesn't matter if you assigned it entry that is supposedly neutral.


Yeah I got what you meant when I tested it again... -_- You could have said that earlier though.. :/

Well if I used a pseudo vehicletype They would still count towards the Healing Effect of the Machine Shop right?

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Mav.EricK
a.k.a SuperMario649


Joined: 15 Oct 2011
Location: Your grave.

PostPosted: Tue Jul 24, 2012 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Try using the tree image with some legs walking under it, add a nose that would be the firing point, while standing or Idling, the legs disappear.
it can only fool humans not the AI, but something that funny is cool.

Also, consider cloaking instead.

_________________
Modelling an infantry unit for TS/Ra2/Yr with 3dsmax (Tutorial):
http://www.ppmsite.com/forum/viewtopic.php?p=458275#458275
=======================
Donut Arnold's great templates for TS and Ra2
http://www.ppmsite.com/forum/download.php?id=43817

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jul 24, 2012 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

My original plan was that, Cloaked Infantry... But I was hoping I could use something more gimmicky like the aforementioned Mirage Logic.

But oh well...

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jul 25, 2012 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:

Well if I used a pseudo vehicletype They would still count towards the Healing Effect of the Machine Shop right?


Use a custom armor, multiply it's health with 1000, let the custom armor default to 10000% damage. #Tongue

Combine with a superfluos PixelSelectionDelta and issue solved.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jul 25, 2012 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

You could also set Organic=yes, which makes the unit become healed from hospitals instead.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jul 25, 2012 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

My god I totally forgot about that...

Still a shame Pseudo-VehicleType would mean they won't get mutated to brutes,burst into gas,etc.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jul 25, 2012 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Ofcourse... units can't be mutated, but Organic=yes gets killed by the minor SWs, IronCurtain, Chrono.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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