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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ideas & suggestions
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Jul 30, 2018 9:49 am    Post subject: Reply with quote

Animation weapons can spread radiation so you can already do this without any real drawbacks, even without AirburstWeapon.
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Fortranm
Civilian


Joined: 10 Aug 2018

PostPosted: Fri Aug 10, 2018 8:58 pm    Post subject: Reply with quote

This probably has been suggested by this point, but it would be great if the engine bug that makes infantries loaded in a vehicle unable to attack unless they are loaded on the map or produced from WF with initial payload could be fixed.
Is there any plan to make it possible to set VeteranCap to a value higher than 2 without breaking the game?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Aug 11, 2018 3:42 pm    Post subject: Reply with quote

Abductor.Destination=TechnoType

This would check if the owner has the technotype with free passengers and then the abducted unit is sent there. Primarily I'd be interested in it working with buildingtypes, so for instance you could have the Chrono Legionnaire abduct units and send them to a Chrono Prison type structure.
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Screw AttachEffect. Can't think of any use for it.

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Ollerus
Civilian


Joined: 15 May 2018
Location: China

PostPosted: Sun Aug 12, 2018 3:34 am    Post subject: Reply with quote

How about separating chrono factors to techtype with Teleporter=yes? That is:
[TechType] ChronoDistanceFactor=integer
[TechType] ChronoTrigger=boolean
[TechType] ChronoMinimumDelay=integer
[TechType] ChronoRangeMinimum=integer
default to the values in [General].
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RIAKTOR
Cyborg Engineer


Joined: 23 Nov 2013

PostPosted: Tue Aug 14, 2018 10:46 am    Post subject: Reply with quote

I have idea: killdriver-like warhead versus buildings. Weapon with this warhead make attached building neutral/civilian/special and NeedsEngineer=yes.

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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 14, 2018 12:33 pm    Post subject: Reply with quote

RIAKTOR wrote:
I have idea: killdriver-like warhead versus buildings. Weapon with this warhead make attached building neutral/civilian/special and NeedsEngineer=yes.
In other words, the engie operating that oil derrick is killed #Tongue
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RIAKTOR
Cyborg Engineer


Joined: 23 Nov 2013

PostPosted: Tue Aug 14, 2018 12:44 pm    Post subject: Reply with quote

TAK02 wrote:
RIAKTOR wrote:
I have idea: killdriver-like warhead versus buildings. Weapon with this warhead make attached building neutral/civilian/special and NeedsEngineer=yes.
In other words, the engie operating that oil derrick is killed #Tongue

Yes. Or kill workers(who crawl from destroyed building) and make enemy building inactive.

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RIAKTOR
Cyborg Engineer


Joined: 23 Nov 2013

PostPosted: Tue Aug 14, 2018 12:58 pm    Post subject: Reply with quote

PromoteTo= logic. If unit with this flag promoted to elite, it become other unit from PromoteTo=. With this logic and chevrons mod makers can make units with many stages of promotion, with different weapons and abilities. Or can make RPG-like promotion from peasant to knight.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Aug 14, 2018 1:06 pm    Post subject: Reply with quote

You can make buildings become neutral when destroyed by using the rubble logic, this is done per building & not via the weapon code tho. So you can already make tech buildings return to neutral when destroyed & thus can then be recaptured if that is what you are after.

Unit to unit transformation upon promotion was added to an unstable release a few weeks ago.
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RIAKTOR
Cyborg Engineer


Joined: 23 Nov 2013

PostPosted: Tue Aug 14, 2018 5:09 pm    Post subject: Reply with quote

Mig Eater wrote:
You can make buildings become neutral when destroyed by using the rubble logic, this is done per building & not via the weapon code tho. So you can already make tech buildings return to neutral when destroyed & thus can then be recaptured if that is what you are after.

No. I want killdriver-like warhead for neutron bombs and guns for kill all in buildings and make buildings NeedsEngineer and temporary Crawls=no.

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