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 Forum index » Modding Central » Red Alert 2 Editing Forum
How to make a building useable, but not 'buildable"?
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Avantel
Civilian


Joined: 23 Aug 2020

PostPosted: Fri Aug 28, 2020 3:10 pm    Post subject:  How to make a building useable, but not 'buildable"?
Subject description: Can't build it, but can use it
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I am trying to make a vehicle that can deploy into a garrisonable infantry bunker (permanent). I am still working on finding a good voxel and structure SHP to use, but implementing those should be relatively easy.


So far, the code works for the vehicle to deploy into the bunker, then for the bunker to work properly as it should (using the Slave miner voxel as a stand-in for now). I also have it labeled in the BuildingTypes list, with a corresponding full code entry.

What I am having trouble with is making it so that the bunker doesn't show up in the building tabs. I've tried setting it to tech level -1 (which seems to be how the MCV and ConYards work), but that simply makes it bug out and become a neutral structure after deploying.

Am I missing something obvious, or is there just no way to accomplish this?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Aug 28, 2020 9:38 pm    Post subject: Reply with quote

That's how TechLevel=-1 bunker behaves

Soviet bunker behaves differently (won't go back to neutral and won't eject in red health) because it has TechLevel>0

You can make its prerequisite not buildable
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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sat Aug 29, 2020 4:31 am    Post subject: Reply with quote

BuildLimit=0 or TechLevel=11?

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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Sat Aug 29, 2020 7:42 am    Post subject: Reply with quote

BuildLimit=0 won't fix it - it'll just grey out the icon. Using prerequisites, or required/forbidden houses would work much better, as would techlevel=11.

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sat Aug 29, 2020 2:33 pm    Post subject: Reply with quote

It doesn't grey out the icon with BuildLimit=0. Any specific condition when that happens?

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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Sat Aug 29, 2020 3:36 pm    Post subject: Reply with quote

No? guess it treats 0 like a positive value, then. BuildLimit is supposed to grey out cameos when the limit is reached for +ve values, and remove the cameo completely for -ve values.

I remember testing this though, after reading about a different behaviour when -ve values were used (that -ve values caused 'absolute' build limits that don't get reset when the unit dies).

EDIT: I tested again. I stand corrected. Build Limit < 0 removes the icon when the number is built (even if the units die), =0 just removes the icon completely, and > 0 greys out the icon while the limit is reached.

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