Bunkers: Difference between revisions
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There are two types of Bunkers: | |||
;Battle Bunkers | |||
:allow certain {{TTL|InfantryTypes}} inside for protection and improved firepower, | |||
;Tank Bunkers | |||
:allow ground-based {{TTL|VehicleTypes}} to go in for the same. | |||
Battle Bunkers | === Battle Bunkers (infantry garrisons) (RA2 & YR) === | ||
Buildings that allow infantry to garrison inside need the following tags: | |||
Buildings that allow | [[CanBeOccupied]]=yes | ||
[[MaxNumberOccupants]]= ;'' max number of infantry allowed inside'' | |||
[[CanOccupyFire]]=yes | |||
Infantry that goes inside buildings to garrison them needs these tags: | |||
[[Occupier]]=yes | |||
[[OccupyWeapon]]= | |||
[[EliteOccupyWeapon]]= | |||
(all self-explanatory). | |||
''Note:'' {{Tt|(Elite)OccupyWeapon}} only exists in YR, in RA2 the weapon used by occupants is set on the structure itself, by setting its {{TTL|Primary}}. So, all infantry fire the same weapon inside the structure. | |||
''Note #2:'' In YR, all garrisoned units use the [{{TTL|General}}]{{TTL|OccupyWeaponRange}} instead of their <tt>OccupyWeapon's [[Range]]</tt>, rendering any sniper garrisons pointless. | |||
=== Tank Bunkers (vehicle garrisons) === | === Tank Bunkers (vehicle garrisons) (YR) === | ||
Buildings that allow tanks to hide inside need these tags: | Buildings that allow tanks to hide inside need these tags: | ||
[[Bunker]]=yes | |||
[[NumberOfDocks]]=1 | |||
[[NumberImpassableRows]]=0 | |||
The vehicles that are allowed must be: | The vehicles that are allowed must be: | ||
*Vehicles with <tt>[[Locomotor]]={4A582741-9839-11d1-B709-00A024DDAFD1}</tt> (the ground vehicles one). <br> | *Vehicles with <tt>[[Locomotor]]={4A582741-9839-11d1-B709-00A024DDAFD1}</tt> (the ground vehicles one). <br> | ||
*Without <tt>Bunkerable=no.</tt> <br> | *Without <tt>[[Bunkerable]]=no.</tt> <br> | ||
*Either: <br> | *Either: <br> | ||
**With a [[turret]]. <br> | **With a [[turret]]. <br> | ||
**With a proper <tt>OmniFire=yes</tt> weapon. <br> | **With a proper <tt>[[OmniFire]]=yes</tt> weapon. <br> | ||
*Drone-free. <br> | *Drone-free. <br> | ||
Tank Bunkers | Tank Bunkers can provide the following improvements to their occupants: | ||
* enhanced weapon {{TTL|Damage}} ({{TTL|BunkerDamageMultiplier}}) | |||
* enhanced weapon {{TTL|ROF}} ({{TTL|BunkerROFMultiplier}}) | |||
* bonus to weapon {{TTL|Range}} ({{TTL|BunkerWeaponRangeBonus}}) | |||
The Tank Bunker usually absorbs the damage instead of the tank within, unless the fired weapon has {{TTL|PenetratesBunker|yes}}, which is usually the case on aircraft weapons. Also, Tank Bunker protects your vehicles from Terror Drones. | |||
=== Other notes === | === Other notes === | ||
It's worth noting that standard YR AI can not effectively use infantry garrisons, due to | |||
Note to mappers: Look at the official Arena (2-4) map. See how close those civilian bunkers are to the player locations? | It's worth noting that standard YR AI can not effectively use infantry garrisons, due to programmers' laziness. The AI very often uses soldiers to destroy the civilian garrison building instead of garrisonning it. It ''might'' be fixable with custom AI, but I'm not sure. (The [[YR]] [[AI/ScriptActions|AI Script Actions]] include actions especially for Garrisoning buildings and entering tank / battle bunkers.) | ||
Garrisonning a building transfers it's ownership to you, and ungarrisonning it returns the owner to neutral | |||
''Note to mappers:'' Look at the official Arena (2-4) map. See how close those civilian bunkers are to the player locations? ''Never do that!'' The AI will destroy them prior to building it's own base. | |||
Garrisonning a building transfers it's ownership to you, and ungarrisonning it returns the owner to neutral. | |||
[[Category:General_Editing_Information]] | [[Category:General_Editing_Information]] | ||
Revision as of 09:12, 12 June 2006
There are two types of Bunkers:
- Battle Bunkers
- allow certain Template:TTL inside for protection and improved firepower,
- Tank Bunkers
- allow ground-based Template:TTL to go in for the same.
Battle Bunkers (infantry garrisons) (RA2 & YR)
Buildings that allow infantry to garrison inside need the following tags:
CanBeOccupied=yes MaxNumberOccupants= ; max number of infantry allowed inside CanOccupyFire=yes
Infantry that goes inside buildings to garrison them needs these tags:
Occupier=yes OccupyWeapon= EliteOccupyWeapon=
(all self-explanatory). Note: (Elite)OccupyWeapon only exists in YR, in RA2 the weapon used by occupants is set on the structure itself, by setting its Template:TTL. So, all infantry fire the same weapon inside the structure. Note #2: In YR, all garrisoned units use the [[[:Template:TTL]]]Template:TTL instead of their OccupyWeapon's Range, rendering any sniper garrisons pointless.
Tank Bunkers (vehicle garrisons) (YR)
Buildings that allow tanks to hide inside need these tags:
Bunker=yes NumberOfDocks=1 NumberImpassableRows=0
The vehicles that are allowed must be:
- Vehicles with Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} (the ground vehicles one).
- Without Bunkerable=no.
- Either:
- Drone-free.
Tank Bunkers can provide the following improvements to their occupants:
- enhanced weapon Template:TTL (Template:TTL)
- enhanced weapon Template:TTL (Template:TTL)
- bonus to weapon Template:TTL (Template:TTL)
The Tank Bunker usually absorbs the damage instead of the tank within, unless the fired weapon has Template:TTL, which is usually the case on aircraft weapons. Also, Tank Bunker protects your vehicles from Terror Drones.
Other notes
It's worth noting that standard YR AI can not effectively use infantry garrisons, due to programmers' laziness. The AI very often uses soldiers to destroy the civilian garrison building instead of garrisonning it. It might be fixable with custom AI, but I'm not sure. (The YR AI Script Actions include actions especially for Garrisoning buildings and entering tank / battle bunkers.)
Note to mappers: Look at the official Arena (2-4) map. See how close those civilian bunkers are to the player locations? Never do that! The AI will destroy them prior to building it's own base.
Garrisonning a building transfers it's ownership to you, and ungarrisonning it returns the owner to neutral.