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> All-in-one Helipad + Service Depot, UnitRepair=yes + UnitReload=yes + Helipad=yes gets me nowhere
KajiTetsushi
post Nov 16 2010, 05:59 PM
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AGENDA
I've thought about going convenient by letting aircraft be able to dock, reload and repair at a Service Depot... or Helipad... or whatever.
In effect, I'll hopefully be able to RTB a damaged, empty helicopter and Oscar Mike it back with full ammo and full health, and by using just one repair bay, gameplay imbalance notwithstanding.


APPROACH
1. I took [GADEPT], then shoved one Helipad=yes up the code.
2. I took [GAHPAD], then threw UnitRepair=yes into the code.
3. I took [ORCA], then changed Dock=GAHPAD,NAHPAD to Dock=GAHPAD,GADEPT.


ANSWER
Effect seems the same whatever I do.
Orca Fighter
100% health + 0% ammo >> Land + Reload + Takeoff.
0% health + 0% ammo >> Land + Repair + Reload + Takeoff.
Stealth Tank
Executable crash
It would've been kinda nice if I could somewhat emulate the RA2 Allied Airforce HQ all-in-one Repair + Reload somewhat for the fun of it, but I'm not getting any.

Is this already proven to not work?

This post has been edited by Chris Ichikawa: Dec 13 2010, 04:52 PM


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KajiTetsushi
post Jan 20 2011, 11:12 AM
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QUOTE (Lin Kuei Ominae @ Jan 17 2011, 10:23 PM) *
That's because Particles with BehavesLike=Spark, Smoke, Web or WeakGas can't do any damage. You have to use BehavesLike=Gas or Fire on the Particle.

Yup. The code works. Thanks, LKO. =)
I think it's an interesting feature when it's used on mechanical units. It makes SelfHealing=yes on ground units less boring to watch.
BehavesLike=Fire doesn't work based on my observations, though. Apparently, it only works on weapons.

---------

Also, I still don't understand this part.
QUOTE (Lin Kuei Ominae @ Nov 18 2010, 06:22 PM) *
I don't think there's a way to do this with anims or PSs, because both would also repair/damage the building.

Using an art.ini anim with negative damage doesn't works. So you're forced to use art.ini debris spawned by the activeanim. However, even if the art.ini debris allow to use a certain warhead (like repair WH with neg verses), the debris still damage the building. Regardless if they have negative damage or positive damage with negative warhead verses and they need at least +1 or -1 damage to use the warhead (with Damage=0 the warhead is ignored).
Thus the building would slowly get destroyed.
You can of course assign a repair particlesystem to the warhead to counter the damage effect of the debris, but this would heal the building also when it got damaged by the enemy.

So, does that mean that whatever weapons the enemy uses will not damage, but instead, repair the building?

This post has been edited by Chris Ichikawa: Jan 20 2011, 12:05 PM


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Lin Kuei Ominae
post Jan 21 2011, 09:03 PM
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No, the enemy will normally damage the building. But the building would repair itself for free (without the manual wrench repair order), because the particlesystem that is used to undo the damage of the art.ini debris, would give the building more hitpoints than the amount which the debris has taken away.
e.g.
The art.ini debris will always do 1 damage to the building (so the warhead works and can repair the unit landed on the pad).
Thus the warhead used by the debris, creates a repair particlesystem.
However the randomness of the PS causes it to repair more than 1 hitpoint. This randomness also prevents to make the PS repair exact 1 hitpoint, thus it has to be a tad more than the damage, or the building would destroy itself slowly.

This post has been edited by Lin Kuei Ominae: Jan 21 2011, 09:04 PM


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