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Grand Cannon/Battle Fortress
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Dragonologychris
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Joined: 14 Nov 2006
Location: Kansas, USA

PostPosted: Thu Jul 02, 2009 10:16 pm    Post subject:  Grand Cannon/Battle Fortress Reply with quote  Mark this post and the followings unread

trying to get Grand Cannon garrison like Battle Fortress and im haveing trobble. any help?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Jul 02, 2009 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

the battlefortress is a unit and the grandcannon is a building. Use code from other garrisonable buildings if you want infantry in the cannon, not from units. Also note that the code dictating if a unit can enter a garrison is in the unit itself's code, not tha of the building.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Thu Jul 02, 2009 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhhh I tried this once.

A garrisonable GC that would act like a Firebase from Zero Hour.

It didn't work. Chiefly it created the INCREDIBLY HILARIOUS result of causing the barrel to disconnect from the building and fly away in the reverse direction things were firing from. Extremely hilarious yet extremely short lived. (I still have the code in there but it's commented out)

Also, OpenTopped and its related logic does not work on BuildingTypes. Only CanOccupyFire and its related tags work on BuildingTypes.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jul 02, 2009 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
INCREDIBLY HILARIOUS result of causing the barrel to disconnect from the building and fly away in the reverse direction things were firing

I think I saw that on YouTube. I was wondering how that happened.
If the GC was an SHP would there be the same side effects, hypothetically?

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Dragonologychris
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Joined: 14 Nov 2006
Location: Kansas, USA

PostPosted: Fri Jul 03, 2009 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

thank you all

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Jul 03, 2009 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:

I think I saw that on YouTube. I was wondering how that happened.
If the GC was an SHP would there be the same side effects, hypothetically?


Doubt it. The GTGCAN is a Voxel turret with a separate barrel (for recoil code).

As far as I am aware, the recoil logic causes this because it was meant for a single attack. Not the constant level of attacks as is seen from garrisoned buildings. Hence it keeps moving back and eventually comes off the voxel turret.

When the GC stops firing in this situation the barrel will return to where its supposed to. (Which is still hilarious to watch)

Making it an SHP would probably render the recoil code worthless. But it would fix the separation.

As per making the weapons work right, not quite possible unless you do a lot of tweaking. Urban Combat (UC) in YR works by hijacking the Primary= of a garrisonable building and giving the OccupyWeapon= as the Primary= for that building. (Convoluted but there)

If ungarrisoned all things being able to attack equally. The original Primary= will fire so long as the building remains empty. Once it is occupied the original Primary is displaced and will only fire the OccupyWeapon=. As far as I am aware, while you can set Warheads and LandTargeting stuff to allow for other weapons and situations, the original Primary= of the building will not be permitted to attack while the building remains occupied.

I didn't write the engine, I'm just concluding from what I discover as I go.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Jul 03, 2009 3:56 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, I remember I tried to make a fire base once, and the two (artillery and garrison) never worked together. Going from teamguy, maybe having primary=none and secondary=artillery, and you might have to use an exe hack.

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