Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 3:40 am
All times are UTC + 0
Two garrison questions
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [13 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Fri Oct 17, 2014 3:42 pm    Post subject:  Two garrison questions Reply with quote  Mark this post and the followings unread

Two small questions on garrisoning structures.

How to make infantry garrisoned in a civilian structure not evacuate the building when it reaches red health? Like the Soviet Battle Bunker. For some unknown reason i can't figure out of the Battle Bunker does it.

Is it possible to kill all the occupants of a garrisoned structure when it is destroyed, instead of all the infantry escaping unharmed?

Thanks.

Back to top
View user's profile Send private message
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Oct 18, 2014 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

1) It's the TechLevel. -1 ejects early, higher values will not. I don't know whether -2 would work.

2) Nope, at least I'm not aware of a way to do this.

_________________

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Oct 18, 2014 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

2) Use a death weapon on the building that kills all the infantry?

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Oct 18, 2014 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
1) It's the TechLevel. -1 ejects early, higher values will not. I don't know whether -2 would work.
Thanks, I actually figured that out shortly before you posted, I set the tech level to 11.

Mig Eater wrote:
2) Use a death weapon on the building that kills all the infantry?
The issue with that is if you create a weapon that kills the infantry when they come out, it's spread can also kill nearby un-garrisoned infantry. Also it looks a bit strange how the infantry all leave the destroyed building then all suddenly fall to the floor dead (although this doesn't bother me to much compared to the other problem).

Back to top
View user's profile Send private message
Magicknight94
Cyborg Soldier


Joined: 08 Dec 2010

PostPosted: Sun Oct 19, 2014 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Btw, did they (Ares) find any way to make weapons that clear garrisoned building?

Back to top
View user's profile Send private message
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Oct 19, 2014 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Back to top
View user's profile Send private message
Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sun Oct 19, 2014 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
#renproj:renegadeprojects.com via Matrix - direct link

Back to top
View user's profile Send private message Visit poster's website
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Oct 19, 2014 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I take it theres no miracle solution to kill the occupants then?

Also during my experiments I found if you set a weapon with a arcing projectiles range to 9 or over, when firing up elevation they constantly overshoot there target. I set a Rhino's (120mm) arcing weapon to 14 range and it always overshoots the target if you try to fire over about the distance of 8 range at a elevated area, effectively limiting arcing weapons range to 8 when firing up elevated areas. Then I tried the same in TS, setting the Tick Tank's (90mm) arcing weapons range to 14 and never overshot at any range or angle.

I've tried all sorts of things to fix this, but nothing seems to work.

Is there something different about the TS and YR engine that makes this happen? Or is it a setting that is different between the two games that I can change in Rules.ini or something?

Any help would be appreciated on this, As this is quite a frustrating issue.

Back to top
View user's profile Send private message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Oct 19, 2014 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade just mentioned Assaulter Logic...

Add Assaulter on the primary weapon and make sure the infantry can target buildings with their primary. This should allow them to "enter" garrisoned buildings to clear them out.

Also theres the Squatter's rights thingy with trench logic. whereby if you can get one of your own infantry that can garrison into the building they'll clear out the occupants as well.

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Oct 19, 2014 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Renegade just mentioned Assaulter Logic...

Add Assaulter on the primary weapon and make sure the infantry can target buildings with their primary. This should allow them to "enter" garrisoned buildings to clear them out.

Also theres the Squatter's rights thingy with trench logic. whereby if you can get one of your own infantry that can garrison into the building they'll clear out the occupants as well.
Eh? Did you even read my posts? I don't want to clear out the building. I want all the occupants to die when it is destroyed.

Back to top
View user's profile Send private message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Oct 20, 2014 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I did read it. We offered alternatives you don't have to be so negative about it. There's nothing close to an anti-garrison weapon like in Gens+ Games. Closest you can get right now is the trench logic in Ares.

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Oct 20, 2014 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
I did read it. We offered alternatives you don't have to be so negative about it. There's nothing close to an anti-garrison weapon like in Gens+ Games. Closest you can get right now is the trench logic in Ares.
I know what my options are for anti garrison weapons. But that is NOT what i want to do, what i want is when a garrison-able structure is DESTROYED, instead of all the occupants escaping unharmed they are all killed. Neither the trench logic or assaulter logic will help me with this.

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Oct 20, 2014 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no such logic.

Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [13 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1882s ][ Queries: 11 (0.0099s) ][ Debug on ]