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 Forum index » Modding Central » Media Hut
repair depot [RA2]
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McPwny
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Joined: 29 Jan 2018

PostPosted: Sun Jun 13, 2021 10:52 pm    Post subject:  repair depot [RA2]
Subject description: snow art and all that stuff
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assets are still public but no longer hosted here
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Last edited by McPwny on Sun Aug 01, 2021 8:16 pm; edited 1 time in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jun 13, 2021 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

The grate around the unit is far too colourful, it should be dingy/dirty befitting a repair bay... without remap imo.
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McPwny
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Joined: 29 Jan 2018

PostPosted: Mon Jun 14, 2021 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

-_-

Last edited by McPwny on Sun Aug 01, 2021 8:16 pm; edited 1 time in total

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bbglas007
Medic


Joined: 14 Mar 2021

PostPosted: Mon Jun 14, 2021 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Mcpwny, your art looks top tier. Not only are you a final alert 2 master, you make fantastic art. I highly encourage you to post videos of your mod and showcase your work as I think people are really missing out without your presence in video format. I always look forward to whatever your posting. Thanks for showing us

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niceboatu
Vehicle Driver


Joined: 10 Feb 2019

PostPosted: Mon Jun 14, 2021 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed. Awesome artwork by McPwny as usual. People should at least show some appreciation before giving critics. Especially when the suggestions are minor compare to the overall quality of the art.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jun 14, 2021 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Your new version is excellent, exactly what I'd expect to see!

McPwny wrote:
apparently people dont like to post things on this forum since theres this perception of a bunch of old
users that do nothing but sit around and scrutinize everything posted irrelevant of what the post contains

Small things can ruin great works.
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TAK02_Guest
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PostPosted: Mon Jun 14, 2021 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

We need more service depots and cranes...

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McPwny
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Joined: 29 Jan 2018

PostPosted: Mon Jun 14, 2021 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

-_-
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Last edited by McPwny on Sun Aug 01, 2021 8:17 pm; edited 1 time in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jun 15, 2021 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I was hoping for more things usable as something similar in function to the RA3 Crusher Crane for all factions, essentially a smaller, secondary ConYard, but that works too.
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McPwny
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Joined: 29 Jan 2018

PostPosted: Tue Jun 15, 2021 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, i could make a crane building with a production anim, but i guess i cant really fathom
what it would be used for considering:
1) the production anim wont play unless it is designated the primary building  
2) a second building factory would make the AI freak out and place double buildings  
3) theres no support for multiple build cues
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 15, 2021 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

for the 1x1/2x2 arm-only version I think you could make it sorta like an area-firing Tesla Coil-like weapon where it plays the arm repairing and stuff for its special animation. Either size could work but if you can make both available would be a great option for people so they have more choice.
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McPwny
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Joined: 29 Jan 2018

PostPosted: Wed Jun 16, 2021 12:21 am    Post subject: Reply with quote  Mark this post and the followings unread

-
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Last edited by McPwny on Sun Aug 01, 2021 8:17 pm; edited 1 time in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Jun 16, 2021 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

McPwny wrote:
1) the production anim wont play unless it is designated the primary building  
2) a second building factory would make the AI freak out and place double buildings  
3) theres no support for multiple build cues
I assure you, 2) and 3) are exactly what I'm looking for, or at least consequences I can swallow; 1) can be fixed by coding the Production Anim as the Idle Anim instead.
The YR mod VS_INI by Toveena does that, though I do wonder why he did it in the first place.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Jun 16, 2021 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
McPwny wrote:
1) the production anim wont play unless it is designated the primary building  
2) a second building factory would make the AI freak out and place double buildings  
3) theres no support for multiple build cues
I assure you, 2) and 3) are exactly what I'm looking for, or at least consequences I can swallow; 1) can be fixed by coding the Production Anim as the Idle Anim instead.
The YR mod VS_INI by Toveena does that, though I do wonder why he did it in the first place.
No one in their right mind would enable multiple CYs for the AI, imagine the AI builds a crane, loses its MCV but has 2 WFs, now has 2 new MCVs (if your teams allow it), deploys said MCVs and now has 3 production facilities, basically printing buildings throughout the map. Yep really enjoyable experience for the player  Rolling Eyes
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Jun 16, 2021 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

AIs need to be slightly more challenging than just regular cheating, don't they?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jun 16, 2021 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
AIs need to be slightly more challenging than just regular cheating, don't they?


This isn't related to the topic of the repair depot by McPwny. The title even says repair depot, not something that TAK02 finds interesting thread.

As for the structure itself McPwny, as mentioned on Discord, its a solid design but the current architecture doesn't really fit with any existing faction, if that is the intention that is no issue as the blender files are available for those who would want make a more custom asset.

However it would be interesting to see a complete 'set' as they may well inspire someone to use it for a new side.

Unfortunately due to limitations in the engine I don't think a [RepairBullet] type repair would have the expected behavior i.e. it would constantly target the first unit within scanning range (even if health was full).

Something like the repair crane from MO / RR is more likely to be used with Ares logic e.g. https://ppmforums.com/topic-39496/ra2-yuri-repair-crane/
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McPwny
Missile Trooper


Joined: 29 Jan 2018

PostPosted: Wed Jun 16, 2021 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

-
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Last edited by McPwny on Sun Aug 01, 2021 8:17 pm; edited 1 time in total

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 16, 2021 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good work, as always
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BoltMagie
Vehicle Driver


Joined: 08 Jun 2018

PostPosted: Fri Jun 18, 2021 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

For some reason, when it starts reparing the whole crane disappeared and when finished it reappeared, any fix?

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TAK02_Guest
Guest




PostPosted: Fri Jun 18, 2021 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code problem. What code you using?

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BoltMagie
Vehicle Driver


Joined: 08 Jun 2018

PostPosted: Fri Jun 18, 2021 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02_Guest wrote:
Code problem. What code you using?


The one he provided

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McPwny
Missile Trooper


Joined: 29 Jan 2018

PostPosted: Sat Jun 19, 2021 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

double check that the entries are all in your rules.ini animations list; sounds like anim b wasnt listed
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BoltMagie
Vehicle Driver


Joined: 08 Jun 2018

PostPosted: Sun Jun 20, 2021 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

McPwny wrote:
double check that the entries are all in your rules.ini animations list; sounds like anim b wasnt listed


I rechecked the entry i typed in animations and for some reasom i mistyped B with an 8 i am very smart... thanks for the help still!

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