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"Weapon modes" on a BuildingType
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu May 07, 2015 10:45 am    Post subject:  "Weapon modes" on a BuildingType
Subject description: What would be the best way to realize this? (if it's possible at all)
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I would like to make a building to these specifications:
Certain vehicles should be able to enter it.
When entering the building, the building's weapon should change based upon the unit inside it (ie IFV or MultiGunner turret, except for vehicles), or at least it should be somehow simulated that this happens (by making the vehicle itself fire a weapon out of the building, ideally one that is different from the one it normally uses when not inside the structure).

What would be the best way to pursue this?

Tank Bunkers? But they cannot be limited to certain kinds of vehicles (unless on the vehicles themselves via Bunkerable, but that would exclude such a vehicle from ALL tank bunker types) and the weapon of the vehicle does not change based on whether it's bunkered or not.
I would say just using the vanilla TB system is the closest approximation that I _know_ would work, but is there a way to get it more to my specifications? (ie weapon change)

Gunner? Does this work on buildings? It normally doesn't, but is there a way to get it to work?

UnitAbsorb or Occupy, or some combination thereof? Vehicles cannot normally occupy buildings, but what if the building is explicitly stated to UnitAbsorb? Likewise, absorbed units cannot normally fire out of a structure, but what if the structure also has CanOccupyFire?

Ideally, the turret animation would change too (which would make Gunner the best candidate), but this is really an afterthought, it's not important to get that to work.

Or is it entirely impossible? Has this been tested before? If it hasn't been, I guess I'm off for another weekend of research.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu May 07, 2015 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Not possible...

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri May 08, 2015 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is unfortunate. Maybe Ares, someday...

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri May 08, 2015 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can use gatling logic to simulate the weapon modes, just not the the operator part.

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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri May 08, 2015 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's the main aspect here - weapon changing depending on unit inside.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri May 08, 2015 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could always use a huge workaround and make the building invisible that spawns an aircraft with an obscenely low flight level with IFV logic; Use the aircraft's image as the building, give it Speed=0, you can decide whether you want it to Omnifire, and there's your building changing it's weapon depending on the passenger.

Limitations? No SHP aircraft, so your building would have to be a VXL, unless you did some more trickery with Animations.

This is all theoretical as well, as I haven't touched an INI in a long time, but AFAIK it should work.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri May 08, 2015 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Won't work neither. IFV logic does not work with aircrafts and you cannot change spawnee types on-the-fly.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri May 08, 2015 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well throw that out the window then, thanks for correcting me so promptly I guess.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat May 09, 2015 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm. You did throw me on a pretty obvious solution though, FreeUnit.

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