Infantry Type Technician
by Psycho


You know a mechanic infantry was available in Deezire mod via game hack who is infantry type but has the ability to repair vehicles with the repair bullet weapon. It was available as only free unit with Service Depot. This time you can build it from barracks.

Here is how to make an [InfantryType] Technician who can repair both vehicles and structures (heal structure, not as engineer) with its weapon.

First of all open the rules file and now you have to make an technician as a normal infantry. Don't give the technician any weapons right now. We'll first make a weapon for the technician to heal vehicles and structures. Suppose the Heal weapon is 'RepairWrench'. Now we write a weapon code for 'RepairWrench'.

[RepairWrench]
Damage=1

This is for how much heal the weapon will do. Its positive value actually doesn't damage but heal due to the warhead we will make. Set the heal damage to 1 to do a delay heal by another part of the weapon, we are not actually doing heal with the damage code. The technician should need some times to repair damaged parts, right?

ROF=80
As usual, rate of fire.

Range=1.8
DO NOT decrease the value, lowering this value can cause technical problems.

Projectile=Invisible
Invisible projectile.

Speed=100
As usual.

Report=IFVRepair
Welding sound.

UseSparkParticles=yes
AttachedParticleSystem=WeldingSys
Now we can add a little sparking effects by the followings

Warhead=WrenchTool
Now we add the warhead named 'WrenchTool', this warhead is the key of healing.

The weapon code is finished. Now we will make the warhead 'WrenchTool' for the weapon.

[WrenchTool]
Verses=0%,0%,0%,-100%,-100%,-100%,-50%,-50%,-50%,100%,0%

The versus against vehicles and structures are set to negative values. So instead of getting damage, the vehicles and structures will be healed. Now we will add an animation which is used for the final healing.

AnimList=TECHHEAL

As we added a new animation so we must add the animation TECHHEAL to [Animations] list in the rules file.

Now we jump to Art(md).ini and add the followings codes for that animation.

[TECHHEAL]
SpawnsParticle=RepairTick
NumParticles=1
The animtion TECHHEAL is now spawning a particle 'RepairTick' which we'll use as heal particle. We hop back to the rules file to add the following

[RepairTick]
MaxDC=40
MaxEC=40
Damage=50
Warhead=WrenchTool
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4

Here we are now actually doing 50 heal damage since the particle sharing same negative damage warhead 'WrenchTool'.
The weapon coding is finished. Now goto the technician code and add the following three lines:

Primary=RepairWrench
AttackFriendlies=yes
AttackCursorOnFriendlies=yes

Also change some codes as following:
IFVMode=1
ThreatPosed=0

Now, you have a fully functional technician. During games, technicians will be available in the Infantry tab and you can build them from the barracks. To heal any of your vehicles or structures, select the technitian and move cursor over damaged vehicle or structure, click the mouse. The technician will repair it.

Remember you can also repair enemy vehicles or structures because the game system will suppose the weapon as normal damaging weapon.