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 Forum index » Other Projects » Released » Invasion Confirmed » Research
The Tank Bunker -COMPLETED
Moderators: DaFool, Dutchygamer
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Jul 12, 2009 4:57 pm    Post subject:  The Tank Bunker -COMPLETED Reply with quote

I have made the tank bunker model and got it ingame, and it is working, to a point....

Basically I cloned the firebase and removed the weapon from it along with the 3 garrision points, so now it only can hold 1 unit. Sadly, all I can get into it is infantry, as demostrated from this pic. What I need to find out is; is there anyway to make it so that in a certain vehicle only vehicles can garrison. Once I do that, it's golden. Everything else works perfectly, except its infantry instead of tanks. So, any advice?


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Last edited by DaFool on Sun Jul 12, 2009 8:54 pm; edited 1 time in total

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun Jul 12, 2009 5:03 pm    Post subject: Reply with quote

One good bet would be to wait for JJ to come here #Tongue

Well coding-wise I don't know how to do it, as vehicles can enter Tunnels, use that...I dunno, then give it a fireport or something...=/
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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sun Jul 12, 2009 5:37 pm    Post subject: Reply with quote

The SWR team managed to get tank bunkers ingame in shockwave so it is doable.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jul 12, 2009 5:41 pm    Post subject: Reply with quote

It's not the problem that DaFool doesn't get them working, it's the problem of only letting specific vehicles enter it, like in YR. At least, that is what I suspect DaFool means...
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Jul 12, 2009 8:54 pm    Post subject: Reply with quote

Ok, I have got it to work exactly as it should. Credits go to the SWR team. I d/led thier mod and I took a look at their coding, and they had a couple tags I didn't know about. These tags went into the same module that goes with the firebase that allows it to have infantry garrisoned. Namely;

Code:
AllowInsideKindOf =
ForbidInsideKindOf =


Using those two tags can allow the modder to control what types of units enter the bunker. Case Closed.


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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jul 12, 2009 9:34 pm    Post subject: Reply with quote

The Slave Miner too? That seems unnecessary, but TBH I've never tried getting one into a bunker...

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Jul 12, 2009 10:56 pm    Post subject: Reply with quote

in YR, I believe every vehicle that has a turret with the exception of the Magnetron can enter a tank bunker
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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sun Jul 12, 2009 10:58 pm    Post subject: Reply with quote

IIRC the slave miner was not able to garrison a tankbunker.

And even if it would be able to do so, it looks bad. #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jul 13, 2009 8:55 am    Post subject: Reply with quote

Hehe, long live mods you can compare codes with #Tongue
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JJ_
Light Infantry


Joined: 12 Sep 2008

PostPosted: Mon Jul 13, 2009 10:12 am    Post subject: Reply with quote

I think it's a much better idea to use RiderContain (bike logic) since there isn't any neutron weapons in your mod anyway.

It's better because:
- You can control exactly what vehicles you want in (up to 9).
- Your vehicles won't be facing some random direction (will follow how you allign the model).
- You can control the weapon more directly (no need to meddle with weapon bonuses).

However, one key flaw is the maximum of 9, and with Yuri being the mind control faction, it might become a severe limitation, or you can just make it into a feature or something.

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