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Charge Logic + Charge Pipscale
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Jul 02, 2013 1:58 am    Post subject:  Charge Logic + Charge Pipscale Reply with quote  Mark this post and the followings unread

I would like to propose these logic to be imply into Ares as a feature. I'm aware that charge logic is only available to FS and was never implied into RA2/YR engine. However, as this should be a feature of Ares and I do highly recommend it. I'm sure that most of modders would be interest to have these logic implied into the game.

It should be similar to the FS, but something that the modders can add to the UNIT tag such as this.

Code:

Charge.Min=0
Charge.Max=200
Charge.NormalRate=1 ;Controls how fast the charging takes.
Charge.DamageRate=0.5 ;Delay charging process when heavily damaged. It can suggest a new tactic method. Though it is a suggestion.
Charge.Deploy=yes ;When the charge is full, player may deploy it to activate cursor for chrono, EMP, or blast.


But this is not only for chrono, it can be used along with like EMP, explosion, or such as timer self-destructive. Just throwing in ideas that can be use as well too. Thus opening up more choices for the modders to choose.

Though, this might be a bit too basic, I don't know what you guys think about this. However, I'm uncertain about some of it. Such as a charge pipscale should be imply as a feature as well along with charge logic?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Jul 02, 2013 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Charge, InitialCharge, and Pipscale=Charge were one of the things I did back in 2010 or 2011 already (so not included in the TS branch). It can be used for the Mobile EMP, as well as for other deploying units. Charge rate is always 1, though.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jul 02, 2013 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Ammo
InitialAmmo
DamageReducesReadiness
EmptyReload
ReloadIncrement

Found these tags in rulesmd,will they do the work?

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jul 02, 2013 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Zero18, I support this request!
Charge is needed here too.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Jul 02, 2013 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

FS logic had the weapon hard coded tho so this could actually work as 3rd weapon like TI has it on mmk2.

Something like ChargeWeapon= could be handy, I don't have time to check if this angle was considered.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Jul 02, 2013 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread


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