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[RA2/YR] Engineer
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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Tue Nov 20, 2018 11:55 am    Post subject:  [RA2/YR] Engineer
Subject description: Unit from Team fortress 2
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[engi]
Cameo=engiicon
AltCameo=engiuico
Sequence=engiSequence
FireUp=4
SecondaryFire=2
Crawls=no
Remapable=yes
PrimaryFireFLH=180,0,120
SecondaryFireFLH=130,20,100

[engiSequence]
Ready=0,1,1
Guard=0,1,1
Walk=8,6,6
FireUp=95,7,7
SecondaryFire=225,3,3
Idle1=183,20,0,SW
Idle2=203,22,0,SE
Idle3=151,32,0,S
Die1=56,14,0,S
Die2=70,25,0,N
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Cheer=151,32,0
Panic=8,6,6

Guess it lacks contrast and a lot of other things but, meh...



engi .gif
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engi .gif



SCRN.png
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SCRN.png



engi.shp
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue Nov 20, 2018 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Let's do this in texas style!"

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If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .

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JeagerEX12
Soldier


Joined: 22 May 2016

PostPosted: Tue Nov 20, 2018 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

One more to go to complete the entire TF2 roster.

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Wed Nov 21, 2018 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I wonder if it is possible to make the engineer deploy a sentry (like in TF2) with some minelayer logic or anything idk...

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NCoder
Soldier


Joined: 22 Mar 2015

PostPosted: Wed Nov 21, 2018 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deploying sentry guns by that principle instead of mines has been done already, sure works.

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Wed Nov 21, 2018 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

NCoder wrote:
Deploying sentry guns by that principle instead of mines has been done already, sure works.

Yeah but i thought this will work for vehicle units not infantry ones. Or is there other way around?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 21, 2018 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

The remap part needs some more contrast

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Thu Feb 28, 2019 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

BUMP, Hey god_l1k31, will we see the spy one day? spy is my favorite class in the game Smile

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god_l1k31
Light Infantry


Joined: 05 Oct 2014

PostPosted: Sat Mar 09, 2019 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread


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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue Dec 29, 2020 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was going to implement the 9 classes and do something to show in my thread, where can I download this SHP? You didn't add it in the forums.

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CartinShield
Civilian


Joined: 21 Mar 2021

PostPosted: Mon Mar 22, 2021 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

god_l1k31 wrote:
NCoder wrote:
Deploying sentry guns by that principle instead of mines has been done already, sure works.

Yeah but i thought this will work for vehicle units not infantry ones. Or is there other way around?


Sorry for my poor English first.
I came out a way to solve this problem.
Use a UnitDelivery SuperWeapon drops a turret, and use its animation to create a neutral fake unit as inhibitor. Set engineers as designators.
Give the turret an AttachEffect to hurt itself and give engineer an AttachEffect to heal the Turret so when engineer leave away or died the turret will be destroyed.
Use the turret's dead animation to kill the inhibitor.

Here is a video to show the effect.
https://www.bilibili.com/video/BV1Vb4y1Q7kT

I will post the ini example below. Sorry for only Chinese comments in this file.



EngineerTurret.zip
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ini file

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Apr 15, 2021 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Chinese are the real tem fortress engineers, not even I truly understood fully how that works :V

Though that may be because I don't know about "Designator" mechanic.

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NCoder
Soldier


Joined: 22 Mar 2015

PostPosted: Mon Nov 01, 2021 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

god_l1k31 wrote:
NCoder wrote:
Deploying sentry guns by that principle instead of mines has been done already, sure works.

Yeah but i thought this will work for vehicle units not infantry ones. Or is there other way around?


Not sure whether this matters anymore, but: yes, it works for infantry as well. I've used an infantry with a DeployWeapon with a MakeInfantry animation warhead in my mod. Of course, the issue remains of how to limit the number of Sentries to one per Engineer. While CartinShield's approach limits the number of Sentries to one at a given time, which is better than using Ammo, because Ammo would limit it for a fixed duration, it has the drawbacks that not only does it limit the number of Sentries to one, regardless of the number of Engineers - worse even, it limits the number of Sentries to one GLOBALLY, across all houses on a map.

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