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auto repairs for buildings?
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GlaWorker
Medic


Joined: 01 May 2022

PostPosted: Fri Dec 22, 2023 9:36 pm    Post subject:  auto repairs for buildings? Reply with quote  Mark this post and the followings unread

Greetings. Is it possible to make auto repairs for buildings in rules.ini? I know it possible in the map editor, but it needs to be like unit repair from a machine shop, only for buildings.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Dec 23, 2023 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

You mean like SelfHealing= or like the machine shop you want the effect to happen selectively?

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Dec 23, 2023 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

most clumsy way possible give a building a warhead with negative damage/verses and make it shoot a high area effect weapon #Tongue

Another way, use custom invisible healing radiation that only heals buildings...

The possibilities are endless(lydumb)!

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GlaWorker
Medic


Joined: 01 May 2022

PostPosted: Sat Dec 23, 2023 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Repair is needed exactly as in the machine shop, so that the repair is activated after the construction of a building or upgrade. The option with IQ and a repair field is not the same.

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southfar_2
Medic


Joined: 17 Jun 2023

PostPosted: Sun Dec 24, 2023 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no way of using a GainSelfHeal function for buildings per a simple tag, in the same way as that works for vehicles and infantry.

But as others have said, there are numerous other ways in which you can implement that a player's buildings globally gain self-heal when that player gains ownership of a certain structure.

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GlaWorker
Medic


Joined: 01 May 2022

PostPosted: Mon Dec 25, 2023 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

southfar_2 wrote:

...there are numerous other ways in which you can implement that a player's buildings globally gain self-heal when that player gains ownership of a certain structure.

So that's what I'm asking! I'm interested in methods other than RepairSell=0 and the repair field.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Mon Dec 25, 2023 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

as far as i know its not possible in vanilla. since buildings dont have the same kind of coding for it at all, any solution for it would have to be jerry-rigged no matter
how you look at it.

not real familiar with ares or phobos, but a quick look at the documentation shows the phobos tag DetonateOnAllMapObjects which lets you fire a warhead on all
map objects that looks like it can be attached to a weapon which can be attached to an animation. so in theory you could make a looping building animation that
fires the weapon which heals all buildings, and control the healing rate with a mix of animation rate and weapon damage.

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southfar_2
Medic


Joined: 17 Jun 2023

PostPosted: Mon Dec 25, 2023 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure what "the repair field" is, but like McPwny suggested, I'd use Phobos and the feature of detonating a warhead on all map objects, either via an animation, or via a weapon on the building itself (Phobos includes an auto-fire function for weapons), or as an auto-fire SW that does not show up in the UI.

All other possibilities would be more calculation-intense (using CellSpread, or custom radiation, or a one-use warhead that converts all buildings to versions of themselves that have SelfHeal, and possibly other methods), with no apparent benefit either to convencience of coding, nor to the intended effect.

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