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Killing a 0x0 building
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Feb 06, 2017 2:28 pm    Post subject:  Killing a 0x0 building Reply with quote  Mark this post and the followings unread

Quick question that I'm to lazy to test myself, is it possible to destroy a 0x0 foundation building with a suicide weapon? If not are there any other ways to destroy a 0x0 building?

I have an idea for a workaround that will add a new game logic but it requires a dummy building that will kill it's self after a set time. A 1x1 building would work but I'd rather not have buildings magically appearing & disappearing around your base #Tongue

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Feb 06, 2017 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it had an invisible active anim, it should be possible but since the building doesn't exist, it may not work the way you'd want. I'd give the damage anim a try.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Feb 06, 2017 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is not possible. 0x0 building cannot take regular damage. Temporal=yes works though.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 06, 2017 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Disruptor AmbientDamage can destroy them too (at least in TS).
Trigger can destroy 0x0 buildings too, if you get them attached to the building.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Feb 07, 2017 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

It might help if I elaborate more on what I'm working on. My idea is to make buildings that are activated via a superweapon, more specifically I want to make a vehicle cloning factory that will only make clones when a superweapon is active.

I plan to do this by using the PoweredBy tag in a manner reverse of what I did here to makes factories go off line when on low power. Instead the cloning factory will be offline when built, then a superweapon will be used to spawn a dummy building that will power it for a set time & then kill it's self.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Feb 08, 2017 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Right now I hide my auxiliary 1x1 buildings inside the main building foundation using unit delivery.
Buildings with solid foundation -> suicide unit delivery SW -> 1x1 auxiliary inside building with cavitary foundation
One problem is those dummy buildings will be scored

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Feb 11, 2017 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't there a DontScore tag or something in the rules? That should do the trick iirc. Haven't modded for a really long time, pardon me if I'm mistaken.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Feb 15, 2017 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Isn't there a DontScore tag or something in the rules? That should do the trick iirc. Haven't modded for a really long time, pardon me if I'm mistaken.


That will make the dummy building not able to fire a SW on itself automatically.
AITargeting ignores DontScore/Insignificant.
And I don't see any difference between these two tags.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Feb 17, 2017 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread


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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Sep 24, 2018 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried to destroy a 0x0 recently but it all results failure. Yes temporal weapon can erase it but you have to issue an attack command manually. Adding an enemy attacker to do it automatically for you doesn't work because AI is completely blind about 0x0 and can't attack passively nor retaliate.

Another way to erase a 0x0 is by Trivial Structure Damage but it's tied to power consumption. Hopefully Ares can expand a bit on this in the future.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue Sep 25, 2018 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

This topic also reminds me of the GLA demo trap from generals, when you start building it before you get closer to it with a worker, the building itself can be selected but can't be destroyed unless you built it or came close to be ready for building, or even cancelling the building when you only can select the demo trap with box select.

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