Posted: Wed Feb 21, 2018 1:42 pm Post subject:
Tunnel problem
Subject description: Does this shit even work (anymore)?
So I finally decided to get back into modding and the first thing that happens is some logic not working for some reason.
I've read through the 1.0 doc about tunnel networks and with what little code provided, nothing is working. I have the [TunnelTypes] list set up, defined the TunnelType, gave a building said TunnelType but nothing's happening...
Code:
; *** Tunnel List ***
; A list for tunneltypes
[TunnelTypes]
0=MutantTunnel
; ******* Tunnel Control *******
[MutantTunnel]
Passengers=8
MaxSize=3.0
; Assault Tunnel (test code)
[NATUNL]
UIName=NOSTR:Assault Tunnel
Name=Soviet Assault Tunnel
Adjacent=2
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Armor=steel
BaseNormal=no
BuildCat=Combat
Prerequisite=NACNST
Capturable=false
ClickRepairable=yes
Cost=10
Crewed=no
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;IsBaseDefense=yes
MaxDebris=15
MinDebris=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Powered=no
Sight=6
Strength=600
TechLevel=1
;AntiInfantryValue=25
;AntiArmorValue=10
;AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
Tunnel=MutantTunnel
Do I need an additional logic to get the code to work (like CanBeOccupied= or UnitAbsorb= ?) or am I placing the codes at the wrong spots? _________________ The future belongs to The Forgotten!
It needs a [NATUNL]>SizeLimit=3 as well, not sure if that's documented or not. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
yes size limit on the building should do it. UnitAbsorb is not necessary, unless you make the building garrisonable and then want those garrison slots filled with infantry from purchase.
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