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> Limited building upgrade abilities, Trivial news.
KajiTetsushi
post May 15 2012, 09:21 AM
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Case study: So, I wanted to find out whether regenerator nodes are possible. Just an hour ago, I applied SelfHealing=yes to a GDI Power Turbine. Battered its Power Plant till it's red and, guess what? It didn't heal.

Remember the part where upgrades can't do radar and tech unlocks? Now, you can add SelfHealing to that sad list. There goes gameplay variety...

I wonder what else won't work.


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Nyerguds
post May 17 2012, 09:18 PM
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Seems obvious though. The actual node isn't a real building with health. Its effect isn't given to the parent building.

This post has been edited by Nyerguds: May 17 2012, 09:23 PM


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2kool4u526
post May 17 2012, 10:19 PM
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but can you have it repair within a radius of .5 then it will affect the parent building?


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Nyerguds
post May 28 2012, 05:40 PM
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Hmm... seeing as nodes are used for turrets, they should indeed have a physical range around their placement point. Are healing weapons that affect buildings possible?

This post has been edited by Nyerguds: May 28 2012, 05:41 PM


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2kool4u526
post Jun 1 2012, 12:35 AM
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If you have it deal negative damage - yes

But what would make it target its own buildings, I wonder what tag the medic has, or the nod repair tank... its been over a year since I've left modding tiberian sun sad.gif


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Lin Kuei Ominae
post Jun 1 2012, 11:25 AM
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no weapon and nothing that complicate necessary.

It should be enough to add the key Damage to the upgrade animation in art.ini and give it a negative value.
e.g.
CODE
; Power plant power-up animations
[GAPOWR_B]
Damage=-1


If that doesn't works, then use a workaround via art.ini debris.
[GAPOWR_B]
TrailerAnim=REPAIRME
TrailerSeperation=5 ;raise this to make the repair slower

;don't forget to add this animation to the end of the [Animations] list in rules.ini
[REPAIRME]
Image=CLRANIM ;create a dummy 5x5 pixel anim with 10 empty frames in the shp
Elasticity=0.0
MinZVel=-10.0
MaxXYVel=1.0
ExpireAnim=CLRANIM ;anim necessary or damage won't work
Damage=-1 ;repair the object on the place where this debris was spawned
DamageRadius=64
Warhead=Super ;use the laser warhead (repair warheads with negative verses don't work here iirc)
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=400
DetailLevel=0
Bouncer=yes
[/code]

If that still doesn't work (which i doubt), you can still enhance this by using a repairing particlesystem on the warhead.
Just create a new warhead which you give to the REPAIRME art.ini debris. Then add to the warhead Particle=RepairSys.
Then create the RepairSys particlesystem (clone the gascloud system and give it negative damage; then make sure the cloud/particle disappears after a few frames and not like the gascloud after a long time).

This post has been edited by Lin Kuei Ominae: Jun 1 2012, 11:37 AM


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