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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-13-2005, 03:19 PM   #1 (permalink)
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Default Bunker Buster forcing stuff out of tunnels

AFAIK, the Stealth Fighter's bunker buster forces all the vehicles out of a GLA tunnel when it hits them. But it kills infantry. How does this work? Does anyone know why it kills infantry and forces vehicles out? Would it be possible to, for example, kill vehicles and force the infantry out instead? Or is this hardcoded?
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Old 01-14-2005, 02:21 AM   #2 (permalink)
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think its hardcoded into the bunkerbuster behaviour.
you may try changing dmg types of the BunkerBusterShockwaveWeaponSmall and BunkerBusterAntiTunnelGarrisonWeaponWithABigName to get vehicles dead and infantry not ..... or armor dmg factors on them.
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Old 01-14-2005, 06:04 AM   #3 (permalink)
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We made civilian bunkers garrisonable by vehicles, and the bunker buster forced them out of those too. We tried it with another weapon, and then it didn't force them out of anything. So somehow, the BunkerBusterAntiTunnelGarrisonWeaponWithABigName weapon does it. Although I have absolutely no idea HOW it does it. There's nothing special on that weapon, apart from the PARTICLE_BEAM damagetype.
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Old 01-14-2005, 07:08 AM   #4 (permalink)
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Indeed, it's the only other weapon that has the PARTICLE_BEAM.
More then likely it is one of the hardcoded properties of PARTICLE_BEAM to make Vehicles exit...
There are other damagetypes that have similar hardcoded properties.
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Old 01-14-2005, 07:32 AM   #5 (permalink)
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But is it actually the PARTICLE_BEAM damagetype? AFAIK the USA particle beam doesn't force vehicles out of tunnels when it hits them, does it? So there must be something else... :rockbrow:
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Old 01-14-2005, 08:54 PM   #6 (permalink)
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Can be that
Behavior = BunkerBusterBehavior
& ShockwaveWeaponTemplate

I used to play around Shockwaves a lot,sometime a weapon with shockwave can shock infantry out of buildings...but not everytime,not sure the connection though.
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Old 02-09-2005, 06:09 PM   #7 (permalink)
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Bunker buster behavior is not hardcoded, although it is not very flexible as well, but what you seek is possible.

I wonder if you've seen this:
Code:
  Behavior = BunkerBusterBehavior ModuleTag_04
    UpgradeRequired         = Upgrade_AmericaBunkerBusters                
    DetonationFX            = FX_BunkerBusterExplosion
    CrashThroughBunkerFX    = WeaponFX_BunkerBusterIntialImpact
    CrashThroughBunkerFXFrequency = 571
    SeismicEffectRadius     = 200
    SeismicEffectMagnitude  = 5
    ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall
    OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName
The last line of this indicates a weapon that applies damage to units which come out of the tunnel. Change the value of this parameter with "RangerFlashbangGrenadeWeapon" and you'll have all vehicles which come out of the tunnel not even scratched. On the other hand, change it with a name of a weapon with "ARMOR_PIERCING" damage type, and you can have vehicles dead and infantries out.
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Old 02-09-2005, 06:20 PM   #8 (permalink)
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Er... well, maybe an extra strong vehicle subdual weapon can do as well, or perhaps a weapon with KILL_PILOT damage type... armors, they need tweaking anyway.
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Old 02-12-2005, 07:42 AM   #9 (permalink)
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Well what I'm looking for is this:
Vehicles are forced out UNHARMED, and infantry dies.

So how would I do that?
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Old 02-13-2005, 08:31 PM   #10 (permalink)
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Quote:
Originally Posted by FleetCommand";p=&quot View Post
The last line of this indicates a weapon that applies damage to units which come out of the tunnel. Change the value of this parameter with "RangerFlashbangGrenadeWeapon" and you'll have all vehicles which come out of the tunnel not even scratched.
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