Posted: Tue Jun 14, 2011 10:36 pm Post subject:
Garrisobnable buildings in TS but with an engineer
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. _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
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Posted: Tue Jun 14, 2011 11:02 pm Post subject:
We thought of having capturable buildings that you could upgrade for TI once, don't know if we're still doing that _________________ The Fall of Hammerfest - Epic Tiberian chain story
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Posted: Wed Jun 15, 2011 2:50 am Post subject:
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.
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Hm. Strange... Never noticed it o.O and I had a lot of enemy bases without power ...
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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. _________________ QUICK_EDIT
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Posted: Thu Jun 16, 2011 9:21 pm Post subject:
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.
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