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RepairBullet
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Magicknight94
Cyborg Soldier


Joined: 08 Dec 2010

PostPosted: Mon Aug 13, 2012 12:03 pm    Post subject:  RepairBullet Reply with quote  Mark this post and the followings unread

I am creating a Mobile Repair Transport and add RepairBullet to its Primary (and a normal weapon to its secondary). But it doesn't work like Repair IFV. Why?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Aug 13, 2012 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm guessing the secondary weapon can shoot at vehicletypes too so maybe that's the cause.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Aug 13, 2012 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's impossible to combine RepairBullet-style repair weapon with a non-repairing weapon. Game does not consider unit as a repair unit if it has another weapon with positive damage higher than the absolute value of the damage specified in the repair weapon. I.e let's say your transport secondary weapon has Damage=60, RepairBullet has Damage=-50, absolute value of which is 50, less than 60. Thus it won't be considered as a repair unit. Even if you change the damage values (or attempt to use AmbientDamage to skew the formula in favor of RepairBullet, which might be possible as it is taken into accord), your offensive secondary weapon wouldn't likely function all too well if the unit is being considered a repair unit.

It might be possible to combine deploy weapons with RepairBuller-style repair weapons, especially if the damage isn't being done through actual weapon damage. Of course deploy does not work with transport logic. Also IFV works, because it only has one weapon usable at any given time.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Aug 14, 2012 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Also somewhat related...

I'm using Ares to give it a White Rad Beam... aside from that how do I make the Sparks look like they're appearing on the repaired units? Do I need to make an animation which should be attached on the Warhead or can I still use the Particles?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Aug 14, 2012 11:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Also somewhat related...

I'm using Ares to give it a White Rad Beam... aside from that how do I make the Sparks look like they're appearing on the repaired units? Do I need to make an animation which should be attached on the Warhead or can I still use the Particles?


Or you attach a particle system on Warhead using Particle= flag.

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zsu
Vehicle Drone


Joined: 29 Sep 2012

PostPosted: Fri Oct 12, 2012 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm trying to teach AI how to use repair track. AI moves him in the direction of the damaged unit. Repair track is sitting there, but does not repair him, just infinitely moving own turret.
Looks like mistake somewhere, but don't know where is exactly. Help me.

0=58,131098
1=11,15
2=0,5

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