Bunker Buster just deals the damage and whatever lives gets booted out of the garrisoned structure... simply put - If the vehicle is one shot from being killed the Bunker Buster will kill it, kills infantry almost all the time because they don't have a lot of health/armor against stealth fighter's missiles.
Immo Man, Please! You should've by now noticed that Tunnel is nothing more than a single hardcoded garrison whith multiple door. There is no tunnels... only one tunnel.
Cedar0682, you've not certainly studied the BunkerBusterBehavior code I posted above... No, not StealthJetMissile... the weapon that deals damage to those who are in the tunnel is BunkerBusterAntiTunnelGarrisonWeaponWithABigName.
What I meant was, I want the weapon to fire at any random location. And, if there is a tunnel NEARBY, it should be cleared out. Imagine this: Stinger site is some distance away from Tunnel. Weapon fires directly at Stinger Site, projectile detonates, and the Tunnel gets cleared.
Possible with a little hassle! Your weapon uses an OCL to create an invisible object that I call TunnelClearingExplosionObject. This object has a FireWeaponUpdate module which fires a weapon with BunkerBusterBehavior. Unfortunately, it seems that this weapon must have an invisible projectile.
Try neutron behavior if you don't care what in the tunnel is killed. Seems that you do.
I phrased it wrong but my point still stands... it's done through damage points not just hard-coded to kill everything garrisoned in an object.
As for stufying... I NEVER study for anything thank you very much :LOL: