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Bunkerable

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Flag: Bunkerable
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: VehicleTypes


Determines whether or not the specified vehicle is able to enter a structure that has Bunker=yes set on it. In order to use this logic properly, the vehicle must have Turret=yes set on it and its SpeedType must not be Hover. In addition, parasited[1] units are not allowed to enter.

Notes

If not set manually, VehicleType with Locomotor=Hover will default to SpeedType=Hover, which will be affected by the first disabling effect.

The specific effects of the interaction are determined by the Locomotor. After removing the hardcoded admission check, the interaction situations for different Locomotors are as shown in the table below.

Locomotor Bunkerability Notes
Drive Functional.
Hover Unbunkerable, merely move to the nearest cell within the foundation area of the bunker building and then stop.
Tunnel Bunkerable but like Hover, it stops at an incorrect position and it cannot leave the bunker building.
  • When the enter command is issued, if still on the surface, it will definitely approach the target from the surface;
  • When the enter command is issued, if underground, it will move from underground to a cell adjacent to the target, then drill out and stop instead of try to enter.
Walk Bunkerable but like Hover, it stops at an incorrect position and it cannot leave the bunker building.
DropPod Unbunkerable, this is originally a temporary Locomotor, so ground vehicles using it will naturally cause a game crash.
Fly Unbunkerable. Just like Hover.

Additionally, to ensure that the vehicle can properly approach the bunker building, you even need to implement multiple controls in terms of height and direction; otherwise, you may not even be able to acquire this data.

Teleport Bunkerable but like Hover, it stops at an incorrect position and it cannot leave the bunker building.
Mech Unbunkerable. Just like Hover.
Ship The game will freeze, and then the process will be closed when entering.
Jumpjet Bunkerable but like Hover, it stops at an incorrect position and it cannot leave the bunker building.
Rocket ⭕ or ❌ Unbunkerable[2]. According to the characteristics of this Locomotor, if it moves, then it will strike by using the target point as a missile impact point, therefore it will not be able to enter a bunker building under any circumstances.

✅ Works normally
➖ Works but abnormally
⭕ Does not work but no game crash
❌ Causes game crash

Footnotes

  1. Vehicles attempting to enter the bunker cannot be parasitized is a dynamic check, meaning that other logic will only be considered when the unit is not currently in or has been released from the parasitized state. The Phobos extension also has not changed this.
  2. If you are also using Ares, then due to changes related to Custom Missiles, a vehicle using this Locomotor will immediately cause a game crash during take off.

References

Starting from Phobos Build#46, it is allowed to set a vehicle to ignore the original hardcoded check. Refer to Phobos documentation.

  • Removing the hardcoded admission check does not mean that normal interaction is possible; see the table in the #Notes section for details.
  • In fact, when this dehardcode of Phobos was actually introduced, it additionally included a check for Locomotor. If the type of locomotive is marked as ⭕ or ❌ in the table above, then it hardcodes a prohibition against entering the bunker.

See Also