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TankBunker buffing internal vehicle =possible?
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rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Thu Jun 19, 2025 10:36 am    Post subject:  TankBunker buffing internal vehicle =possible? Reply with quote  Mark this post and the followings unread

Initially i thought simply adding a weapon that attacks friendlies and has real small range+cellspread would be enough, but stumbled upon 2 problems:
1. attack seem to happen not in middle, but on most left side = while bunker takes 4 cells it's "improper";
2. when vehicle actually enters the bunker, the buffing attacks stops = while i'd wish it be wise-versa, and bunker actually attack(buff) only when vehicle is inside.

What is the proper way to fix this?(if there is one, 'cause i fear it may be connected to this bug mentioned= https://modenc.renegadeprojects.com/Bunker)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 19, 2025 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

When a building is occupied by infantry or a unit, the buildings weapons are overridden by the occupier's weapon.  


You can instead add an anim to the bunker (can be a blank dummy) and then add a weapon/warhead to the anim that buffs the unit.

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rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Fri Jun 20, 2025 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for the hints. The thing with adding animation is that it will trigger even for mere passing over vehicles, while i'd prefer exactly the one inside to get the buff.. but i'll try this variant too.

Meanwhile, can you say smth about Operator= ? Found it's presence in couple mods, seemed possibly like smth that may suit here(though i'm not sure if it's properly akin to tank-bunker logic). Main problem is that after adding tags, bunker gets stuck in buildup animation:
Operator=_ANY_
UnitAbsorb=yes
Passengers=1
SizeLimit=10

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 20, 2025 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

If a building is disabled before the buildup can finished the building can get stuck. Because the building is built "disabled" it might be getting stuck on the first frame of the build up. So it might only work on buildings that are pre-placed on the map, or are built with an operator already in the building.

The Operator logic probably conflicts with the bunker too, as it already requires a unit to enter the building to work.

Making a (normal non bunker) building that uses Operator would just enable the building's weapon when a unit enters it. So it wouldn't change depending on what unit(s) enter the building.

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rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Sat Jun 28, 2025 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
If a building is disabled before the buildup can finished the building can get stuck. Because the building is built "disabled" it might be getting stuck on the first frame of the build up. So it might only work on buildings that are pre-placed on the map, or are built with an operator already in the building.

The Operator logic probably conflicts with the bunker too, as it already requires a unit to enter the building to work.
The build-up shouldn't have problem with Operator logic, at least RedResurrection has SW spawned turret, with operator and build-up without any glitches. Guess indeed Operator is incompatible with Bunker and that's what made it stuck.


Is there some way to shift where animation's weapons "shoots"?(smth akin to FLH but for animations)
Tried adding animation with weapon via AtachEffect and it seem to be firing on top square of bunker, while it's desired to fire in the middle of bunker's 4 square shape.

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