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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Making Immobile infantry (for trees and whatever)
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun Apr 12, 2015 4:33 am    Post subject:  Making Immobile infantry (for trees and whatever) Reply with quote  Mark this post and the followings unread

If you want to make a terrain object like a tree, and to have it use unit palettes (or custom palettes if you are able to do that)...
Here is the script for making infantry that act like trees (note they still take damage from bullets, won't catch on fire, and are still omnicrushable unless you tell it to be OmniCrushResistant, they might disappear under genetic mutator but they shouldn't become brutes.

note: there may still be some kinks in this.

Rules.ini
Code:
[Jtree001]
UIName=Name:Cherry
Name=Sakura Tree
Image=jtree1
Strength=400
Armor=wood
TechLevel=-1
Insignificant=yes
Sight=0
Speed=1   ;don't use speed=0 or you'll get lagged to death.
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Special,Neutral
AllowedToStartInMultiplayer=no
Cost=0
Soylent=0   ;this and cost makes it so trees shouldn't give anything towards veteracy
Points=0
Nominal=yes
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}   ;if left blank you'll have a chrono tree! although prob irrelevant with immobility added.
PhysicalSize=1
ThreatPosed=0
ImmuneToPoison=yes   ;human poizonz no workz on plantses
ImmuneToPsionics=yes   ;TREE BRAINS!
ImmuneToPsionicWeapons=yes
ImmuneToRadiation=yes   ;trees don't poof cuz rad levelz
ImmuneToVeins=yes   ;all them veins that pop outa yuri's forhead
Size=1
NotHuman=yes   ;please no flameguy
Crushable=no   ;change if you want tanks to run it over, just remember to consider adding tree crush sounds
Disableable=no
Selectable=no   ;why would you want to select it?
LegalTarget=no   ;no target crosshair unless ctrl held
PixelSelectionBracketDelta=-9999   ;removes health bar
Trainable=no   ;chevron trees would be funny though
TiberiumProof=yes   ;just incase
SpeedType=FloatBeach   ;necessary for immobility

[Water]
Foot=0%
Track=0%
Wheel=0%
Hover=100%
Float=100%
FloatBeach=0%   ;zerooooo
Amphibious=100%
Buildable=no

[Beach]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=0%   ;zeroooo
Hover=75%
Amphibious=60%
Buildable=no


Art.ini
Code:
[jtree1]
Theater=no
Remapable=no
Sequence=TreeSeqence   ;may be redundant

[TreeSequence]  ;just in case
Ready=0,1,0
Guard=0,1,0
Walk=0,1,0
Idle1=0,1,0
Idle2=0,1,0
Prone=0,1,0
Crawl=0,1,0
Die1=0,1,0
Die2=0,1,0
Die3=0,1,0
Die4=0,1,0
Die5=0,1,0
FireUp=0,1,0
FireProne=0,1,0
Down=0,1,0
Up=0,1,0
Cheer=0,1,0
Panic=0,1,0
Paradrop=0,1,0

Remember to give your object 8 duplicated frames in the shp, just handles hardcode stuff and makes it visible in final alert 2

(ps: there aren't pinks in unittem, but there are unused colours which are magenta, i filled them in and imported my own, for those curious about making flowery trees)

Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI #Art.INI 

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Last edited by GenesisAria on Mon Apr 13, 2015 8:06 am; edited 1 time in total

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Apr 12, 2015 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares allows custom palette.

Infantry by default can be crushed and messes with vehile pathfinding. (Actual Trees aren't crushable and also do not interfere with pathfinding and can allow vehicles to pass through the cell without requiring it be destroyed.)

TBH this whole "workaround" seems kind of pointless though. And most people already know how to do something similar to this when they need to make Pseudo-Infantry for like Mines or units designed to take advantage of UnitType Logics while also using Animations. (I.E: A Signal Flare/Parabomb Infantry)
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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun Apr 12, 2015 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

-shrugs-
you can make it uncrushable (i already did, minus omnicrush, imo would be cool for omnicrush to run over trees), and they move around it just fine.. i tested it a bunch moving units through them, didn't seem to effect pathing any different than a regular tree would. infantry move through it fine, just not through if 3 trees on one cell (dats dense forest)

this is doable without ares and it's straightforward, could be used in other ways.
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