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AprilWar's Cyborg Carrier logic improvement !
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maestro21
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Joined: 25 Feb 2008
Location: Philippines

PostPosted: Thu Jun 04, 2020 2:01 pm    Post subject:  AprilWar's Cyborg Carrier logic improvement !
Subject description: [ARES makes things easier than Npatch)
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Since ARES has MakeInfantryOwner= tag in artmdini. , there is no require of fake infantry,gatling logic, or any other things.Thanks to AprilWar,he delivered this trick to us many years ago. You can read it.It is here...But we use ARES this time.

First:

Rulesmd.ini.

AnimToInfantry=BRUTE,NEWINF

(brute for vanilla GenMut. and new inf. is ours.I will mention at artmd.ini here...)

[Animations]
+=INFSPAWN

[Warheads]
+=INFSPAWNERWH

[InfantryTypes]
+=NEWINF


[VehicleTypes]
+=INFMAKER

[WeaponTypes] ;I put here,anyway
+=InfantrySpawner



[INFMAKER] ;vehicle itself
MobileFire=no     ;recommended
OpportunityFire=no;recommended
CanPassiveAcquire=no;recommended
CanRetaliate=no;recommended
PreventAutoDeploy=yes;recommended
PreventAttackMove=yes;recommended
Deployer=yes       ;So you can deploy you infantry anytime you want without needing firing
DeployFire=yes   ;So you can deploy you infantry anytime you want without needing firing
DeployFireWeapon=0 ;0 for primary,1 for secondary weapon...
SelfHealing=yes
AllowedToStartInMultiplayer=yes  ;up to you
SprayAttack=yes
Ammo=1 ;up to you
Reload=1000 ;up to you
EmptyReload=1000 ;up to you
PipWrap=1
PipScale=Ammo
Primary=InfantrySpawner ;You can give another primary,and use this as secondary,but don't forget to change DeployFireWeapon=0 to =1 for secondary with AmmoOnWeapons feedback by ARES ...

FireAngle=32  ;I don't know if it is necessary


[InfantrySpawner]
Damage=2
ROF=15
Range=14
Speed=100
OmniFire=yes
Projectile=InfSpawnerProj
Warhead=INFSPAWNERWH
AreaFire=yes
FireOnce=yes
FireWhileMoving=no


[InfSpawnerProj]
Inviso=yes  
Image=none    
SubjectToWalls=yes
SubjectToCliffs=yes
SubjectToElevation=no

[INFSPAWNERWH]
Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3%  
AnimList=INFSPAWN      
ProneDamage=1
CellSpread=9
AffectAllies=no

that was rulesmd.ini.. and now  as important as,  artmd.ini..

[INFSPAWN]
Layer=ground
MakeInfantry=1  (0 was the brute,so 1 is our new free infantry from the deployed vehicle)
YSortAdjust=-100
MakeInfantryOwner=invoker  (the most important tag here..)

Again,I am proud of AprilWar that he delivered this trick to everyone many years ago.

Maybe for the balance,new infantry can be made unselectable,with a large default virtual scanner and guard range to fight until it dies.

Lastly,I couldn't  manage to spawn more than 1 free infantry at once,it works only one by one....Have a nice play...


Key Words: #Tutorials #RedAlert2 #YurisRevenge #Ares #Rules.INI #Art.INI 

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