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 Forum index » Modding Central » Red Alert 2 Editing Forum
[RA2/YR] Creating a temporary power plant. . .
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warrior002.the.official
Cyborg Engineer


Joined: 24 Jul 2019
Location: Miskolc, Hungary

PostPosted: Tue Sep 14, 2021 7:39 pm    Post subject:  [RA2/YR] Creating a temporary power plant. . .
Subject description: . . . superweapon?
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Like: Creating a superweapon (for example charging for 2 minutes to activate for 30 seconds) that when fires, will give +200 power (if possible, then for every nuclear plants) to the current player, and could be switched off like the fs wall. It would be a nice addition to my mod for the Soviets in case of emergency.

I think it can be achieved by a reversed Firestorm wall, but I don't understand its logic yet.








Thanks in advance!

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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Sep 14, 2021 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

And how does 30sec of power help you tactically?
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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Sep 15, 2021 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares' UnitDeliverySW with a power plant and attach damage to it's active anim so it destroys itself.
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"Don't beg for things; Do it yourself or you'll never get anything."

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Culverin!
Medic


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Wed Sep 15, 2021 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Try Battery type superweapon provided by Ares. It uses ChargeToDrainRatio= so it function like FS wall and provides power while active.

Bonus power per nuclear reactor is possible with Phobos, but it requires a specific building.

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warrior002.the.official
Cyborg Engineer


Joined: 24 Jul 2019
Location: Miskolc, Hungary

PostPosted: Wed Sep 15, 2021 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you 4StarGeneral and Culverin! !
I'll try both and see which one is better for me.

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