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Register and log in to move these advertisements down Removing Auto-Repair
This is a simple tutorial explaining how to remove auto-repair from structures. It took me a little while to figure out how to remove it properly as some other methods cause serious errors with the building object. First, let me explain and show what won't remove auto-repair properly. Open up any structure file and you should find the behavior code below in it:
This was the first method I tried. Since the spawn timer is negative, the worker shouldn't spawn, correct? Well, that turns out to be false. It completely ignores the timer and will spawn anyways. Same goes if you make the spawn timer a really high number. It seems to completely ignore what the timer says.
How about just commenting out/removing the behavior? That's a big no-no! If you do that, you get some serious glitches when you try building that structure. You can't cancel the construction of it and you are allowed to start making units during construction. Not what any person wants. ------------------------------------- Here's the correct method to doing it now.
I keep the behavior and add a new worker name. But what is this new worker? First, find the worker file for whatever faction you want. I will be using gondorworker.ini found in ini\object\goodfaction\units\men. Open up the file and create a new childobject at the bottom with this information:
So what did we just do above? We essentially created a dud object. While it does spawn when a structure is damaged, it has no visible model and it repairs 0% per second. In other words, it can't do a thing! If the structure is fully healed by other means, than the worker would still properly disappear as usual. Pretty neat :) That's all! CommentsDisplay order: Newest first x1xexitsx1x - Wednesday September 11, 2013 - 21:58 where is the download link? Sulherokhh (Team Chamber Member) - Tuesday February 5, 2008 - 6:46 Yes, exactly. Sorry i wasn't clear about it. I meant the self-repair initiated by the press of the button. Like it is with wall segments when they are destroyed and leave rubble. Or the non-rubble instances like repairing gates and outposts. Guess Who - Monday February 4, 2008 - 21:16 He means will it affect the manual repair. Rob38 (Team Chamber Member) - Monday February 4, 2008 - 14:28 What do you mean? I don't understand your question. Sulherokhh (Team Chamber Member) - Monday February 4, 2008 - 5:32 Of course. :) Good. |
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