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PostPosted: Fri Nov 14, 2014 1:23 pm 
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One idea I have for this is sort of from the Battlefield Series. In it, the engineer can only repair a vehicle for a certain amount of time, if he goes over that time, his repair tool overheats, so then he has to wait a bit for it to cool down to start repair again. Another thing to add should be that only 2 repairs can be done at a time. Say 2 engineers are repairing a tank, and you come over and start repairmg the tank. Because you're the third guy repairing it, your repairs won't stack with their repairs, meaning you're just wasting your time. That way, repairs can't be op, and you could also add a script for AI like 'if two AI are repairing the same tank, another won't try to repair it too.' That way, repairs will be done by AI, but more in likely only about 1 AI will be repairing a tank, the possibility of a second repairing it will be smaller. I hope this helps!


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PostPosted: Fri Nov 14, 2014 11:04 pm 
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or it could be consumable like a medikit^


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PostPosted: Sun Nov 16, 2014 4:13 am 
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Satirical wrote:
or it could be consumable like a medikit^


Nah, but a medkit makes sense of being consumed because it used on a person. A repair tool just loses fuel or some stuff. Maybe making it so the repair tool has 100 ammo, and it is completely used if you repair 100 points of damage. So if an APC is damage and is at 70%, and you use the repair tool to repair it to full 100%, then your repair tool will only have 70 ammo left. That way, it can be used frequently for small repairs, and still be used for big repairs.


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PostPosted: Sun Nov 16, 2014 5:09 am 
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pasik wrote:
I believe vanilla has gone too far to add this sort of change at this point, but someone might be able to come up with a solution by utilizing scripts and doing
Code:
<command class='update_vehicle' id='<insert vehicle id here>' health='<insert desired health here>' />

The vehicle must not have reached 0% health when calling that with a positive health, I think, it won't become unbroken that way.

As to what mechanic would be used to achieve repairing, it would be up to you. Some examples:
- drop a specific item in vehicle item interaction point to give it more health
- collide the vehicle with a specific hitbox to give it more health.. like a pit stop? or create the hitbox with an item for a different approach
- use a medikit-like weapon to spawn a dummy vehicle or item, just to work as a signal for the script side, to locate vehicles near the event and give it/them more health
- introduce a call that heals all vehicles in a region
- etc..



^I think this is the main detail of this thread at this point. I don't think they'll be adding a repair option before final release. But the above info is relevant, and sounds like could be put to use by a crafty modder.

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PostPosted: Wed Dec 03, 2014 10:48 pm 
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Lawgamer411 wrote:
Satirical wrote:
or it could be consumable like a medikit^


Nah, but a medkit makes sense of being consumed because it used on a person. A repair tool just loses fuel or some stuff. Maybe making it so the repair tool has 100 ammo, and it is completely used if you repair 100 points of damage. So if an APC is damage and is at 70%, and you use the repair tool to repair it to full 100%, then your repair tool will only have 70 ammo left. That way, it can be used frequently for small repairs, and still be used for big repairs.


it should repair hitpoints (maybe 100 hp?) instead of % that way a tank will take longer to repair than a humvee and be balanced

Also it should be consumed at 0 if we agree on that


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