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research for repair weapon purposes |
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May 13 2008, 05:42 PM
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Webmaster

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Seems to me like you explored all available options already, at least those i can think of. Maybe modding the .exe is the only option.
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May 13 2008, 06:58 PM
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Stealth Tank

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too bad.  i don't want to wait for TSHypers patch. However i found an exception in the deploysinto= behavior. The Conyard can deploy and still be repaired/sold, but it's not repairable with a unit. Is there something special hardcoded to this? Another problem i encoutered with the conyard is, that if you can build one as a building and cancel the construction while building one, you get an IE.
This post has been edited by Lin Kuei Ominae: May 13 2008, 07:00 PM
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May 13 2008, 07:00 PM
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I don't think there is anything preventing deployed units ("buildings") from being sold, as long as they have a buildup animation (like the conyard does).
By the way, one problem i'm having with my mod is that the repair pad won't accept aircraft anymore.. perhaps a side effect of sharing the pad along multiple Sides? EDIT: it is.
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May 13 2008, 07:45 PM
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Stealth Tank

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LKO, i know its taking time man, life is getting harder and i have less time to sit down and really put effort into it, i wish i could...
I can look into this if you like, but what is it that makes the unit repair units in the first place? Im really rusty on my TS knowledge and i dont have TS installed at this moment. It could but just a simple fix from UnitType to TechnoType.
Also what is this IE you got?
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May 13 2008, 09:22 PM
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Stealth Tank

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QUOTE (TSHyper @ May 13 2008, 07:45 PM)  LKO, i know its taking time man, life is getting harder and i have less time to sit down and really put effort into it, i wish i could... ah don't worry, the same here! And for any solution we can find now, you have less to do. QUOTE (TSHyper @ May 13 2008, 07:45 PM)  I can look into this if you like, but what is it that makes the unit repair units in the first place? Im really rusty on my TS knowledge and i dont have TS installed at this moment. It could but just a simple fix from UnitType to TechnoType. that is the strange thing about heal/repair weapons, since they seem to be inner class bound. Infantry can only heal infantry, units only units and buildings doesn't automatically "repair" at all with repair weapons. QUOTE (TSHyper @ May 13 2008, 07:45 PM)  Also what is this IE you got? i posted this in your problems with TS logics topic at ppm.
This post has been edited by Lin Kuei Ominae: May 13 2008, 09:25 PM
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May 14 2008, 12:12 PM
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QUOTE (Lin Kuei Ominae @ May 13 2008, 09:16 PM)  @Team Black that's interesting, but won't they repair enemys too? In addition wouldn't they need force fire to work? I'll have to test this, thanks for the info. Actually they'd only repair enemy units automatically and you'd have to fore-fire on your own units in order to repair them. I think the only way a particle system would be useful for repairing units (and buildings as well most likely, although I haven't tested this) is by having them attached to a superweapon or by having them attached to a building (which would then repair units and buildings around it). So far I've really only tested this with the gass clouds, but I'm sure this'll work with any other kind of particle system as well.
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May 14 2008, 09:33 PM
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But instead of having something like that, a shield or something running around repairing your base/deployed units, wouldn't it be possible to have a secondary weapon attached to some structures that would repair other structures? As you know, only a vehicle can repair a vehicle, (not including the repair dock thing.) and only an infantry unit can heal an infantry. (Forgetting the hospital is there.) So, only a unit of the same type (vehicle or infantry) and heal another unit, so why wouldn't it be possible for a structure to do the same? I know there was a tutorial for the ConYard to have a siren (while it did damage to units, it still alarmed you to approaching enemies.), so why not give the ConYard a secondary weapon (With the siren as the first.) that would repair other structures nearby at the same rate the repair tool does? So while the Medic can automatically find and heal other infantry alone by itself, couldn't the ConYard do the same?
This has got me thinking now. If it works, couldn't a new deployable unit be made (like the Sensor Array) and when deployed, it could automatically start repairing nearby structures?
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May 14 2008, 10:24 PM
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LKO just said that buildings cant repair other buildings correctly  BTW, wouldn't putting a negative value in the Damage tag in an animation (art.ini) heal any unit that drives through? I never tested this. BTW Sticky=yes makes the animations stick to units.
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May 14 2008, 10:56 PM
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Stealth Tank

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i once heard that art.ini damage can't be negative, but i have to test this. I didn't knew the Sticky= key. Thank you very much. I really searched for something like this for a long time. I always wanted to make a napalm bomb that sets the units/buildings on fire and let them burn even when they move. Crazy that i've never tested BURN-S M or L, while these have this key and i certainly would have noticed the difference. \EDIT the Sticky key doesn't work.  I've tested it as the anim on the [AP] warhead and it didn't followed the unit. Then i took a look in game.exe where only one sticky key is present, the one for unit behaviour. \EDIT negative damage in art.ini doesn't work.  (tested) \EDIT QUOTE (The DvD @ May 13 2008, 07:00 PM)  By the way, one problem i'm having with my mod is that the repair pad won't accept aircraft anymore.. perhaps a side effect of sharing the pad along multiple Sides? EDIT: it is. sorry i didn't saw this. Do you have more than one entry in your RepairBay= key? If yes, aircraft can't land on them anymore. I had the same problem and found the reason here.
This post has been edited by Lin Kuei Ominae: May 15 2008, 12:19 PM
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May 15 2008, 05:36 PM
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This may be a stupid question, but when testing, did you enable looping or did you decrease the animation rate? EDIT: Well i tested some things, Sticky=yes does work, but with limitions i guess. I used it on a unit's firing anim, and it stuck indefinitely. So it seems an animation can only stick to its 'owner'.
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May 15 2008, 05:59 PM
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Attack Buggy

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 interesting. I'm thinking that it may be related to the special tags on every deployable unit (the building version). Like: TickTank=, Atillary=, IsJuggernaut=, SensorArray=, IsLimpetMine=, ICBMLauncher=. Though I know that they're used for special functions, they might also be used to recognize them as vehicles for the repair weapon. I also thought that it could be the caused by the tag BaseNormal=, but I highly doubt it since it's used by base defenses and gates too. I'll have to test this, probably by making a clone of the deployed tick tank, but that doesn't undeploy, and is built directly from the CY. If it's still repairable, I'm going to start removing tags one by one. Testing this when I'm back at home, tonight.
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May 15 2008, 08:16 PM
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Stealth Tank

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TickTank=, Atillary=, IsJuggernaut=, SensorArray=, IsLimpetMine=, ICBMLauncher= Etc. are facing specific keys. And i cant see ANY code for Sticky, so... BaseNormal is only checked for by the adjacency code.
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May 15 2008, 09:39 PM
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Stealth Tank

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QUOTE (The DvD @ May 15 2008, 05:36 PM)  EDIT: Well i tested some things, Sticky=yes does work, but with limitions i guess. I used it on a unit's firing anim, and it stuck indefinitely. So it seems an animation can only stick to its 'owner'. firing anims like muzzle flash are in general sticky to the unit. They are normaly only so fast that it isn't possible to see them following the unit while it moves. thanks machine. maybe you find a solution, because i wasn't successful. UndeploysInto= has imo too much negative effects for a good use on normal buildings.
This post has been edited by Lin Kuei Ominae: May 15 2008, 09:40 PM
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May 15 2008, 11:40 PM
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Attack Buggy

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@TSHyper: I know that those tags are used for facings when the unit deploys. But considering that the game was made by a company which didn't plan to make a moddable game (and that their coding style is full of FAIL), I thought that those tags might have other functions  . The same applies to BaseNormal=, but that would be weird since repair units do not repair turrets. And BTW it has to be associated to a tag, since repair units do repair custom deployed units. Well I guess it's time to test it  . EDIT: Bad luck  , it is tied to the undeploy tag, and the tags I mentioned won't have any effect on it.
This post has been edited by Machine: May 16 2008, 12:12 AM
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May 16 2008, 04:17 PM
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Stealth Tank

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Ill give you that, WW did a sh*t job really  But there are a load of logics that they have just "commented out" in way, would be nice to enable them...
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