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 Sun Jul 21, 2024 8:15 pm
All times are UTC + 0
Bunker Machine Shop ?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
adamstrange
Cyborg Cannon


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

Back to top
View user's profile Send private message
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.

Back to top
View user's profile Send private message ModDB Profile ID
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.

_________________



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
McPwny
Cyborg Artillery


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

_________________
visit my moddb profile for .shp downloads and stuff

Back to top
View user's profile Send private message
adamstrange
Cyborg Cannon


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
 Description:
 Filesize:  18.7 KB
 Viewed:  2186 Time(s)

WAREHOUSE ALT 00002.png



WAREHOUSE ALT 00002 DAMAGE.png
 Description:
 Filesize:  26.68 KB
 Viewed:  2186 Time(s)

WAREHOUSE ALT 00002 DAMAGE.png



WAREHOUSE 7 0000 LOGO.png
 Description:
 Filesize:  20.59 KB
 Viewed:  2186 Time(s)

WAREHOUSE 7 0000 LOGO.png



TALL WAREHOUSE MACHINE 0002 LOGO2.png
 Description:
 Filesize:  20.28 KB
 Viewed:  2186 Time(s)

TALL WAREHOUSE MACHINE 0002 LOGO2.png



CYWASH AIRPORT BUNKER 8.png
 Description:
 Filesize:  43.76 KB
 Viewed:  2186 Time(s)

CYWASH AIRPORT BUNKER 8.png



Back to top
View user's profile Send private message
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.

_________________



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
McPwny
Cyborg Artillery


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

_________________
visit my moddb profile for .shp downloads and stuff

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 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: 0.1930s ][ Queries: 18 (0.0135s) ][ Debug on ]