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Garrison/Occupy Weapons for Flak/Guardian/other infantry?
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Sheliek
Civilian


Joined: 04 Aug 2014

PostPosted: Mon Aug 04, 2014 7:37 pm    Post subject:  Garrison/Occupy Weapons for Flak/Guardian/other infantry? Reply with quote  Mark this post and the followings unread

Call me a noob, because I am one.

How do I make it so that units besides the GI/Conscript will use their weapons when inside a garrisonable structure? I want the Flak Trooper to use Flak, and the Guardian GI to use his rocket launcher.

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Mon Aug 04, 2014 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK they just use their primary weapon...

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Sheliek
Civilian


Joined: 04 Aug 2014

PostPosted: Mon Aug 04, 2014 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

gistop wrote:
AFAIK they just use their primary weapon...
Fair enough! I haven't gotten to that part of the simple mod I'm making, but I recall it giving me an amount of trouble when I was 12, didn't wanna repeat the same mistakes. Will give that a go, thanks!

EDIT: Nope, they just use the machine gun weapon that the conscripts/GIs use.

EDIT2: Got it working for YR, notsomuch for RA2.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Aug 04, 2014 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

In RA2 the Primary= & Secondary= tags on the building that is being garrisoned are used.

In YR you can specify it per infantry with;

OccupyWeapon=
EliteOccupyWeapon=.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Aug 05, 2014 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Another thing to note that occupy weapons should all be able to target the same thing and have the same range.

The Infantries in question should have CanOccupy & Occupier set to yes on them.

Ares lets you customize more of who can occupy by using the CanBeOccupiedBy= as without it the game defaults to any infantry can garrison that specific structure with the 2 tags mentioned above.

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