Resource Donation Units
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I first saw this in Robot Storm as in actual gameplay but its a feature of Mooman YR Squared and Mental Omega and AG:RH
Unit should have following tag
the DUMMY building should be invisible and should have following properties
the DUMMY building should have a DUMMY animation with a Damage= tag so when the vehicle deploys it kills itself and thus reveals money.
To change amount of money the crate gives go to
and the change the last value. Please note this affects the power up crates too.
Issues
To make this work in the original RA2, simply don't use the BuildTimeMultiplier tag.
Unit should have following tag
Code |
DeploysInto=DUMMY |
the DUMMY building should be invisible and should have following properties
Code |
WorkingSound=CrateMoney |
the DUMMY building should have a DUMMY animation with a Damage= tag so when the vehicle deploys it kills itself and thus reveals money.
To change amount of money the crate gives go to
Code |
[Powerups] |
and the change the last value. Please note this affects the power up crates too.
Issues
- If unit cost is not equal to money of truck then you can make money (issue is most common when you have an structure with industrial plant logic) Only issue is to make the unit more expensive so when they have such a building the exploit isn't so obvious or is nullified.
- If crates are on, more crates start appearing, noticeable if deploys loads only solution is crates= off
For instance my unit provides $3000 but an industrial plant reduces its build cost so instead i make the vehicle cost $4000 but only provide $3000
When industrial plant is avaliable cost of unit is reduced to $3000
To make this work in the original RA2, simply don't use the BuildTimeMultiplier tag.