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Increased Firepower Warehouse ?
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adamstrange
Cyborg Cannon


Joined: 07 Mar 2013

PostPosted: Fri Feb 16, 2024 5:31 am    Post subject:  Increased Firepower Warehouse ? Reply with quote  Mark this post and the followings unread

I'm in the process of making new warehouses for the game and made a big one with higher health strength and troop capacity, but I want to know if and how can I code this building so that when troops enter it, their firepower is increased.

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wow4ik81
Light Infantry


Joined: 30 Nov 2023
Location: Germany

PostPosted: Sat Feb 17, 2024 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as I know, this happens automatically when you use this below

CanBeOccupied=yes
MaxNumberOccupants=10
Primary=AlliedOccupyW
Secondary=SovietOccupyW

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sun Feb 18, 2024 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow4ik81 wrote:
As far as I know, this happens automatically when you use this below

CanBeOccupied=yes
MaxNumberOccupants=10
Primary=AlliedOccupyW
Secondary=SovietOccupyW


That would be the case for Red Alert 2, but not Yuri's Revenge. YR uses a the infantry's (Elite)OccupyWeapon for determining the weapon to use, not the Building's Primary/Secondary.

As far as I know, it's not really possible to pull this off in YR.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Feb 22, 2024 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

You can make the weapon enabled with entry via Ares. Although I have forgotten the code myself, it should be in the manual.

Allows that the building's own gun works when entered by infantry, but not when empty.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Thu Feb 22, 2024 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're referring to the Operator logic, which allows a TechnoType to be dormant until it is entered by a predetermined Operator, set by the Operator= flag. It has nothing to do with Urban Combat, though, and the building essentially acts like a Base Defense structure once the Operator enters.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Feb 22, 2024 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't have to do with the "urban combat" logics, but it does allow the warehouse to use its own weapon when "occupied"/operated instead of the weapon of the infantry.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Fri Feb 23, 2024 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

The thread is about urban combat, though, as he wants the occupants to have their firepower increased when inside this building.

I'd suggest experimenting with AttachEffects, but I wouldn't bet on it.

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