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Walls not working as base-expansion
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 05, 2020 5:19 pm    Post subject:  Walls not working as base-expansion
Subject description: Walls=yes and BaseNormal=yes don't mixl?
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I had the brilliant idea of having the Soviet Lunar mission force the player to build differently; a mix of the Humans and Mora ("Beta") from Grey Goo.

The Tesla/Nuclear Reactor "hubs" work, no problem.

But walls don't want to work as conduits/powerlines.
All I did to the map was add
Code:
[NAWALL]
BaseNormal=yes
Adjacent=0


Anyone have any ideas? Overriding BaseNormal and Adjacent works on other buildings just fine.

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Sir Prize
Medic


Joined: 27 Mar 2020
Location: AKA WoRmINaToR

PostPosted: Sun Apr 05, 2020 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

When placed in the game world, walls become OverlayTypes. OverlayTypes don't respect BaseNormal.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 05, 2020 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could something else work? Like firestorm tiles?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
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Sir Prize
Medic


Joined: 27 Mar 2020
Location: AKA WoRmINaToR

PostPosted: Sun Apr 05, 2020 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know. Try it and see if it works.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Apr 14, 2020 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Bump: while Wall=yes and Firestorm.Wall=yes seems to work (as in not crashing the game and actually working as you'd expect a normal wall to, no idea if Firestorm-logic would still work), it's still not respecting BaseNormal.
There's also the problem of the transparent green "halo" between wall sections not appearing at all then.

Naturally, Wall=no and Firestorm.Wall=yes makes the "wall" passable for both units and projectiles, meaning I'll have to think of something to make Firestorm wall sections still block projectiles (probably with Solid Building logic) and units (probably Impassable=yes/Passable=no, which ever exists).

EDIT: IsPassable=no doesn't work on Firestorm walls; units can still pass through. Solid Building logic seems to work on them, tho. The values just need to set explicitly.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Apr 14, 2020 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Dbl-posting is fun.

Code:
[NAWALL]
BaseNormal=yes
Firestorm.Wall=yes
Wall=no
IsPassable=no
SolidLevel=0
SolidHeight=2


This results in no damaged art being shown for walls that have them,
results in my own tanks dodge around the walls instead of trying to tear them down like they usually would when using force-fire (tho AI units seem to work as player units used to; tearing walls down),
and walls still being passable like they aren't there.
Thankfully, they at least respect BaseNormal.

Seems like I'll have to make special conduits after all, or scratch the idea entirely and stick to power hubs.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 14, 2020 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The old Allies Revenge 2 mod used "Firestorm" power grids for one of its sides if your looking for inspiration.




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