ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "Bunkers"

From ModEnc
Jump to: navigation, search
(Other notes)
(Bringing stuff up-to-date)
Line 1: Line 1:
== Bunkers (by DCoder) ==
+
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 allow certain [[infantry]] inside for protection and improved firepower. Tank Bunkers allow tanks to go in for the same.
+
=== Battle Bunkers (infantry garrisons) (RA2 & YR) ===
  
=== Battle Bunkers ([[infantry]] garrisons) ===
+
Buildings that allow infantry to garrison inside need the following tags:
Buildings that allow [[infantry]] to garrison inside need the following tags: <tt>CanBeOccupied=yes, MaxNumberOccupants=</tt> (max number of [[infantry allowed inside]]) and <tt>CanOccupyFire=yes.</tt><br>
+
[[CanBeOccupied]]=yes
[[Infantry]] that goes inside buildings to garrison them needs these tags: <tt>Occupier=yes, OccupyWeapon=</tt> and <tt>EliteOccupyWeapon=</tt> (all self-explanatory). However, all garrisoned units would use the <tt>[General] -> OccupyWeaponRange=</tt> instead of their <tt>OccupyWeapon's Range=</tt>, rendering any sniper garrisons pointless.<br>
+
[[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: <tt>Bunker=yes, NumberOfDocks=1, NumberImpassableRows=0.</tt><br>
+
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 improve the vehicle weapons' <tt>Damage ([CombatDamage] -> BunkerDamageMultiplier=), ROF= ([CombatDamage] -> BunkerROFMultiplier=)</tt> and add bonus to their <tt>Range= ([CombatDamage] -> BunkerWeaponRangeBonus=).</tt> The Tank Bunker usually absorbs the damage instead of the tank within, unless the fired weapon has <tt>PenetratesBunker=yes</tt>, which is usually the case on aircraft. Also, Tank Bunker protects your vehicles from Terror Drones.
+
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 certain programmers' laziness. That's why AI so often uses soldiers to destroy the civilian garrison building instead of garrisonning it. It <i>might</i> be fixable with custom AI, but I'm not sure.<br>
+
 
Note to mappers: Look at the official Arena (2-4) map. See how close those civilian bunkers are to the player locations? <b>Never do that!</b> The AI will destroy them prior to building it's own base. <br>
+
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. I remember making buildings stay neutral even when garrisoned (cool effect), but can't remember how I did that.
+
 
 +
''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]]
 
''' Its fixable with custom AI, there is a script tag which tells them to garrison instead of destroy and there is also a seperate tag for battle bunkers, this is YR only ;) - Allied General '''
 

Revision as of 11:12, 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:

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.