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Strange behaviour regarding custom Ivan Bombs
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Feb 04, 2018 6:36 pm    Post subject:  Strange behaviour regarding custom Ivan Bombs
Subject description: Ares 1.0
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SO, after someone shared a Virus Ivan Bomb, I finally decided to implement it, and ran into a strange problem, Custom Ivan Bombs won't target Bridge Repair Huts unless Ivan=yes is set.

However, by setting Ivan=yes, the Virus gun gets a dynamite cursor, which cannot be overridden by Custom Cursors.

Obviously neither of these situations is ideal, so does anyone have any idea for a fix for this if I've derped and missed something obvious?

If not, can I request that Custom Cursors override Ivan=yes cursors? or at least let Custom Ivan Bombs target Bridge Huts if IvanBomb=yes is set.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Feb 04, 2018 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had the same issue trying to get the example from the Ares Documentation working in otherwise vanilla YR. Here's my workaround for the time being:

• Remove "Immune=yes" from [CABHUT] ("Immune=yes" prevents it from being targeted by everything but "C4=yes" or "Ivan=yes" units)
• Add "bridgehut=0%" to [ArmorTypes] (emulates the immunity to damage but technically allows weapons to target it)
• Add "versus.bridgehut=2%" to all "IvanBomb=yes" warheads (lets IvanBomb=yes weapons target it. Can be any number above 0% but I just use 2% since this is the bomb-placement weapon and not meant to damage things)

Units can force-target the bridge hut, but won't fire on it. And cursors work properly since "Ivan=yes" doesn't need to be set on the bomb-placing units.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Feb 04, 2018 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Righty-dokey, cheers.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Feb 05, 2018 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

But then it may be affected by other special effects like iron curtain, force field, chronosphere that can move a building...?

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Mon Feb 05, 2018 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

"IronCurtain.Modifier=0%", "ForceShield.Modifier=0%", "Warpable=no", "Chronoshift.Allow=no"

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