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[Q] Has anyone tried OpenTopped on a building?
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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Tue Nov 21, 2017 8:38 pm    Post subject:  [Q] Has anyone tried OpenTopped on a building? Reply with quote  Mark this post and the followings unread

I'm sure this is a stupid question.
I was trying to find a way to have two different infantry garrison the same buiding together and be able to continue to target more enemies. They always seem to be unable to target anything after the first kill.

Could you use OpenTopped on a BuildingType and have everyone fire out of it like a Battle Fortress?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Nov 21, 2017 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

No.

I've requested it as an ARES feature, but it had zero support.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 22, 2017 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK a simple deployer is still a vehicle when deployed.
You could try giving the deployed version OpenTopped. Then you have a mobile bunker which needs to deploy to load troops.

You might be even able to use a dummy building with FreeUnit to spawn a dummy unit which auto-deploys into the simple deployer deployed vehicle. Thus making it look for the player he build that like a building.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 22, 2017 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

You dont even need to make it auto deploy, the FreeUnit can just be made immobile with Speed=0 etc.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 22, 2017 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

not sure if different in RA2, but a Speed=0 unit can still get a move command and even immobile it will start the move routine where its pathfinding will pre-occupy the adjacent cell. Thus the single standing unit is then occupying 2 cells. A stop command also can't be given anymore, since it is stuck in the middle of its move routine, where it also can't let passengers enter/exit anymore.

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Last edited by Lin Kuei Ominae on Wed Nov 22, 2017 11:13 pm; edited 1 time in total

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Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Wed Nov 22, 2017 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love Lin's idea. I may try to implement it. Thanks for the feedback.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Nov 22, 2017 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't mix deployers and passengers on a unit, the logics do not work correctly and do not function ingame.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 22, 2017 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah passengers logic takes precedence and prevents deploying as a deployer, and NoManualUnload can't overwrite this behavior

If you want a unit not to take move command, just add Spawned=yes, it prevents manual moving but still allows firing, acting exactly like a building

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 22, 2017 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

The mobile version does not need passengers.
Only the deployed version has passengers and this doesn't have to be able to undeploy back again.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Nov 22, 2017 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

IsSimpleDeployer doesn't turn a unit into another, only changes appearance....

Request IsComplexDeployer #Tongue

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