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Garrisobnable buildings in TS but with an engineer
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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Tue Jun 14, 2011 10:36 pm    Post subject:  Garrisobnable buildings in TS but with an engineer Reply with quote  Mark this post and the followings unread

Because in TS there's no garrisonable buildings, I want to make some buildings available for capturing and then have the ability to shoot to enemies.
The problem is that the building fires before it's captured, killing my soldiers or engineers, for example. How do I avoid that?
I tried "HasStupidGuardMode=true" and "IsBaseDefense=no" but it doesn't work.

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TiberFCSL
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PostPosted: Tue Jun 14, 2011 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nevermind, I made it! I set "Power=-1" and "Powered=yes", that way they don't fire because they're in low power!!!

Anyway it's an interesting topic to discuss about garrisoning in TS...

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Team Black
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PostPosted: Tue Jun 14, 2011 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

We thought of having capturable buildings that you could upgrade for TI once, don't know if we're still doing that

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Joshy
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PostPosted: Wed Jun 15, 2011 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I made a partially working garrison logic in TS last week.

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Orac
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PostPosted: Wed Jun 15, 2011 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Which parts of it did you get working?

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m7
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PostPosted: Wed Jun 15, 2011 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I love Joshy's posts.

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Allen
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Joined: 13 Feb 2007
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PostPosted: Wed Jun 15, 2011 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

TiberFCSL wrote:
Nevermind, I made it! I set "Power=-1" and "Powered=yes", that way they don't fire because they're in low power!!!

Anyway it's an interesting topic to discuss about garrisoning in TS...


If you do this the bulding will slowly self damage do to have low power but will work for the most part. To stop the self damage of bulding when in low power you can flip in the rules DamageDelay= to 999. This should stop all buildings from self damage.

Team Black wrote:
We thought of having capturable buildings that you could upgrade for TI once, don't know if we're still doing that


Component Tower like add-ons would let one have a choice of what "infantry" you could "put" inside but you would need alot of add-on if one did use this for all civ buildings.

EDIT:
Using Power=-1 and Powered=yes on Civ building I got Civ building to be garrisonable. The buldings will use guns at Infantry and missles at Tanks. They are capturable by an engineers.

I coded my May Day (2) remake for TS to make use of this. No editing of the rules since it is incoded in the map.



May Day (2) Garrisonable.mpr
 Description:
May Day (2) Garrisonable Buildings.

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 Filename:  May Day (2) Garrisonable.mpr
 Filesize:  154.11 KB
 Downloaded:  109 Time(s)


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Last edited by Allen on Wed Jun 15, 2011 6:42 pm; edited 1 time in total

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Ordosherrscher
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PostPosted: Wed Jun 15, 2011 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since when does having no energy damage any buildings?!?

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Lin Kuei Ominae
Seth


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PostPosted: Wed Jun 15, 2011 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since 1995, when Tiberian Dawn was released. Wink

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Ordosherrscher
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PostPosted: Wed Jun 15, 2011 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm. Strange... Never noticed it o.O and I had a lot of enemy bases without power ...
mhm

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TiberFCSL
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PostPosted: Wed Jun 15, 2011 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Joshy, what did you do?

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Darkstorm
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Joined: 20 Jan 2008
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PostPosted: Wed Jun 15, 2011 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

So that's why my structures get randomly damaged. I never really knew the cause of it.

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Scorched Earth
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Joined: 14 Sep 2008
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PostPosted: Wed Jun 15, 2011 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

That does make a lot of sense.

I always find buildings that need to be repaired.

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Ordosherrscher
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PostPosted: Wed Jun 15, 2011 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

One damage, sure, but no constant damage :S

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Allen
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PostPosted: Wed Jun 15, 2011 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
One damage, sure, but no constant damage :S


rules.ini wrote:
DamageDelay=1 ; minutes between applying trivial structure damage when low on power

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Joshy
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PostPosted: Wed Jun 15, 2011 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I made infantry able to enter and then leave whenever

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TiberFCSL
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PostPosted: Thu Jun 16, 2011 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

OK Joshy, so please, tell us how did you do it or in what post you said that.

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Allen
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PostPosted: Thu Jun 16, 2011 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

TiberFCSL wrote:
OK Joshy, so please, tell us how did you do it or in what post you said that.


He prob did it by major game.exe hacking.

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Orac
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PostPosted: Thu Jun 16, 2011 1:35 am    Post subject: Reply with quote  Mark this post and the followings unread

C++ Injection, Ares-style, iirc.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Jun 16, 2011 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

The best way to go about this is most likely using engineers, upgrades might look strange and could clog sidebars very easily, using Power= and Powered= are probably the best solutions but then people could say how did a platoon of Infantry magically appear in a building due to an engineer entering it. Ideally you'd want an animation such as a flag to spawn when the building is occupied, perhaps a powered animation could work, but it may be stuck on a frame untill captured rather than not appear untill captured. I'm sure there would be a few things to help spice up the Engineer -> capture + Powered method.

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Allen
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PostPosted: Thu Jun 16, 2011 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

In order to spice up the Engineer -> capture + Powered method. One would have to update all the civ build as the civ builds use a non remap pal.

Right now the May Day Map I attached above has working cap buildings that fire back but one cant tell who owns them...

EDIT: Crow eating on the civ buidling and remap. You can give civ buidling ActiveAnim= that used remap pals but the civ building the slf have no way to be remap able unless they are updated.

With ActiveAnim= one could put a remap-able flag on the ground next to the buiding to show if it has been caped.

I added ActiveAnim=naobel_b and ActiveAnimZAdjust=-119 on to the [CITY01] to [CITY22] the remap is fine.



Obli on Civ buildings.png
 Description:
 Filesize:  329.28 KB
 Viewed:  4749 Time(s)

Obli on Civ buildings.png



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Joshy
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PostPosted: Sat Sep 10, 2011 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allen wrote:
TiberFCSL wrote:
OK Joshy, so please, tell us how did you do it or in what post you said that.


He prob did it by major game.exe hacking.


Yeah, that be the case.

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Allen
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PostPosted: Sat Sep 10, 2011 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do I win any thing?

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Team Black
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PostPosted: Sun Sep 11, 2011 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is your cookie.


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Allen
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PostPosted: Sun Sep 11, 2011 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

*Eats cookie.*

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Joshy
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PostPosted: Sun Sep 11, 2011 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Er. Oops, I quoted the wrong person.

I meant to quote this:

Orac wrote:
C++ Injection, Ares-style, iirc.


Sorry for the false prize. Sad

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Lin Kuei Ominae
Seth


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PostPosted: Sun Sep 11, 2011 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Allen, spit out the cookie and give it Orac, now!

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Death Cultist
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PostPosted: Sun Sep 11, 2011 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm hungry now

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Orac
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PostPosted: Sun Sep 11, 2011 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Everybody loves Ares, not enough to help with it, but they still love it.

I'll pass on the cookie, LKO #Tongue

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