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GDI(DI) Guard Tower
Moderators: Vefbl4
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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Jul 19, 2009 9:40 pm    Post subject:  GDI(DI) Guard Tower Reply with quote  Mark this post and the followings unread

Guard tower that can be occupied by infantry.

There will also be a "low" guard bunker building, that has smaller sight,but greater strength and more space for infantry.



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inzane krazy
General


Joined: 07 Nov 2006
Location: God

PostPosted: Mon Jul 20, 2009 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

How much health does the thing have?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Jul 20, 2009 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow...it looks awesome. Shouldn't the windows be open...

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Mon Jul 20, 2009 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
Wow...it looks awesome. Shouldn't the windows be open...


i imagine not ,it is after all is tiberain sun, with is by far easier to code IMO.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jul 20, 2009 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually this project is for Yuri's Revenge, I have no idea why the forum title is called Tiberiun Sun: Lost Relic though.
Anyway, great work on the structure buddy, it looks sweet, though I thought all garrisonable structures where hardcoded to have the same range, or was that all weapons that can be used in the garissonable structures have to have the same range (My Yuri's Revenge knowledge is more than just a little bit rusty)?

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SDKH
AA Infantry


Joined: 22 Sep 2008
Location: Auckland, NZL

PostPosted: Mon Jul 20, 2009 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice model, Kind of reminds me of the worlds deadliest Lighthouse.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Jul 20, 2009 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

all UC stuff has a hardcoded range (well... it's hardcoded to be the same, there is a tag in [general] which can be used to change it), but there's nothing to stop him creating another building with more health/a better armourtype.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 20, 2009 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

The texturing is just fantastic.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Mon Jul 20, 2009 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
all UC stuff has a hardcoded range (well... it's hardcoded to be the same, there is a tag in [general] which can be used to change it), but there's nothing to stop him creating another building with more health/a better armourtype.


Yeah,I agree,sometimes I just get carried away by the ideas and forget the possible issues.

I know!I'll just make i possible to have two soldiers inside,that may balance it out.
Btw,I thought the :

Occupier=yes ; I can Occupy UC buildings
OccupyWeapon=UCPara; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying. Defaults to 0 (Primary)


had something to do with UC stuff.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Jul 20, 2009 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Units can have their own weapons, with damage, ROF and warhead etc dictated by them. But unfortunately range is hardcoded to one value in [general]... Sucks, I know.

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