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Bunker Machine Shop ?
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adamstrange
Chem Warrior


Joined: 07 Mar 2013

PostPosted: Mon Nov 06, 2023 7:09 pm    Post subject:  Bunker Machine Shop ? Reply with quote  Mark this post and the followings unread

I  made a new building that I wanted to be a machine shop that needs an engineer to capture but once captured you can have it occupied so you can defend it.

But when I try to send an engineer it won't let me.
How do I fix this ?

[CAMACH]
UIName=Name:CAMACH
Name=Tech Machine Shop
;Image=CAOILD;###TEMP
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=concrete
MaxDebris=10
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
;MinDebris=4
Capturable=yes
CaptureEvaEvent=  EVA_MachineShopCaptured ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DeathWeapon=MSBuildingExplosion
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
LeaveRubble=yes
UnitsGainSelfHeal=1
RadarVisible=yes
CanBeOccupied=yes
MaxNumberOccupants=4
Bunker=yes

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Nov 07, 2023 5:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Bunker=yes is for Tank Bunker logic.

Also, I'm pretty sure this concept isn't feasible. I don't think there's a way to block garrison for neutral structures until being captured, but it sounds pretty neat if you find a way to make it work.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 07, 2023 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

When infantry garrison a structure they take ownership of it & receive any effects the structure my impart. So you can skip the engineer and just use infantry to "capture" the structure.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Tue Nov 07, 2023 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

would need to create new building art like the battle bunker has. could be problematic to have a building that
is garrison able be capturable if somehow an engineer gets in a building that has enemy infantry in it.
mig eater's idea is probably the best way to go in this case, i think

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adamstrange
Chem Warrior


Joined: 07 Mar 2013

PostPosted: Wed Nov 08, 2023 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I started these last week McPwny and did notice that I don't need the engineer for it to work, so thanks as always Mig.

Wanted to have Tech buildings to be defended by occupying troops aside from placing defenses around them.
I will be releasing lots of new buildings, but 2 things I cannot guarantee is that the shadows may not match exactly on some buildings because I'm using the original shadows from the buildings that I am cutting and pasting, and I don't know how to make shadows.
And the other is that I don't know how to set up the garrison firing to line up with the windows, since again I'm just using the original art code.
For now, I'm working on the new warehouse series.



WAREHOUSE ALT 00002.png
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WAREHOUSE ALT 00002.png



WAREHOUSE ALT 00002 DAMAGE.png
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WAREHOUSE ALT 00002 DAMAGE.png



WAREHOUSE 7 0000 LOGO.png
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WAREHOUSE 7 0000 LOGO.png



TALL WAREHOUSE MACHINE 0002 LOGO2.png
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TALL WAREHOUSE MACHINE 0002 LOGO2.png



CYWASH AIRPORT BUNKER 8.png
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CYWASH AIRPORT BUNKER 8.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 08, 2023 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice work on the copy & pate structures, they will fit into RA2 quite well.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Wed Nov 08, 2023 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO's image shaper has a tool that will let you set the coords for the window firing anims im pretty sure

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