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Offline Deinon  
#1 Posted : Wednesday, August 30, 2017 2:45:38 PM(UTC)
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Can anything be done with INI files so you can only garrison a civilian structure if that structure is on a team which considers the player to be either neutral or a friend?

The idea is that if you cause a certain amount of harm to the civilian team on a certain map, they lock their doors to you - you cannot garrison structures.
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Offline SkyMix_RMT  
#2 Posted : Wednesday, August 30, 2017 5:24:39 PM(UTC)
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I think not, but you can prevent the player from garrisoning by spawning a named random indestructible unit with stealth garrison kindof and order it to garrison the building, then when you want the player to be able to garrison it again you order the building to empty and remove the stealth unit from the world.
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Offline Unknown Editor  
#3 Posted : Wednesday, August 30, 2017 8:56:48 PM(UTC)
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Well , I'm not sure but don't units with kindof = STEALTHED_GARRISON , get out of building when you take someone in it ? Not sure about all , but snipers act like this ; For example in GLA mission 2 , even knowing a sniper was in the house (Revealed by RADAR VAN) I could command my Jarmen kell to get in it and the Enemy Sniper would get out after my Jarmen got in .

But I think Denion means something like a Chinese BUNKER ...
If so , just add the following kind of ...
For example for AmericanAirport02 which is counted as a civilian building :

Code:
Object AmericanAirport02
KindOf = +FS_BASE_DEFENSE +IMMUNE_TO_CAPTURE ; +GARRISONABLE_UNTIL_DESTROYED
End


just Rename the Object to what you want ...
WARNING : If the owner is ENEMY , Your Units will AUTO Attack the Object then , so it is Counted as a BASE DEFENSE .
Hope that's the Right thing you want .

Edited by user Wednesday, August 30, 2017 9:28:25 PM(UTC)  | Reason: No Time to EXPLAIN !

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Offline Deinon  
#4 Posted : Wednesday, August 30, 2017 9:54:25 PM(UTC)
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Originally Posted by: Unknown Editor Go to Quoted Post
Well , I'm not sure but don't units with kindof = STEALTHED_GARRISON , get out of building when you take someone in it ? Not sure about all , but snipers act like this ; For example in GLA mission 2 , even knowing a sniper was in the house (Revealed by RADAR VAN) I could command my Jarmen kell to get in it and the Enemy Sniper would get out after my Jarmen got in .

But I think Denion means something like a Chinese BUNKER ...
If so , just add the following kind of ...
For example for AmericanAirport02 which is counted as a civilian building :

Code:
Object AmericanAirport02
KindOf = +FS_BASE_DEFENSE +IMMUNE_TO_CAPTURE ; +GARRISONABLE_UNTIL_DESTROYED
End


just Rename the Object to what you want ...
WARNING : If the owner is ENEMY , Your Units will AUTO Attack the Object then , so it is Counted as a BASE DEFENSE .
Hope that's the Right thing you want .


Might have to try that. The structures in question belong to a civilian faction which would, in this case, see the player as an enemy, but the player wouldn't designate them as an enemy in return. The whole idea is that if certain conditions are met, civilians lock you out, and may selectively let enemy soldiers garrison buildings you're locked out of - if you're causing damage to the city deliberately or in the course of fighting the enemy, they turn on you in certain ways.

If you garrison certain buildings, the enemy starts air strikes - there may be a city between your bases, but they aren't going to let you simply stuff a sniper and some rocketmen in the buildings closest to the entrances of their base and bottle their whole army in. This guy is ruthless.
Offline Unknown Editor  
#5 Posted : Wednesday, August 30, 2017 10:09:29 PM(UTC)
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Well , another way (The last I know) is to make it Unselectable , can easily be done by a Script :
Scripts\Units\Affect flags set on Object panel :
Quote:

*** IF ***
Player '<This Player>' has units in area '[Skirmish]EnemyInnerPerimeter'.
*** OR ***
Player '<This Player>' has been attacked by Player '<Local Player>'.
*** OR ***
Timer '<This Timer>' has expired.
*** THEN ***
Unit '<This Object>' changes the value of flag Object Flag: Selectable to FALSE.


So , if you can't Select a Building , You sure can't Garrison it .
But , steal there can be many better ways I don't know

Edited by user Wednesday, August 30, 2017 10:17:01 PM(UTC)  | Reason: Not specified

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Offline Deinon  
#6 Posted : Thursday, August 31, 2017 12:43:47 AM(UTC)
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I never knew how <This Object> worked. Can I use that to, say, affect any object of type X that enters an area?
Offline SkyMix_RMT  
#7 Posted : Thursday, August 31, 2017 4:22:29 AM(UTC)
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I'm pretty sure he did not meant for you to use "<This Object>" specifically, it was just an example, you should name the building you want to be ungarrisonable and use the name in the script instead.
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Offline acidbrain  
#8 Posted : Thursday, August 31, 2017 8:03:11 AM(UTC)
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Originally Posted by: Deinon Go to Quoted Post
I never knew how <This Object> worked. Can I use that to, say, affect any object of type X that enters an area?


You can use <This Object> in a subroutine script for the buildlist, i use it for powerplants so they upgrade instantly when they are finished with building, Red is Boss in this example...
You have to double click the building in the buildlist to get the Building Properties window...
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Edited by user Thursday, May 24, 2018 12:19:25 PM(UTC)  | Reason: Secret

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Offline Deinon  
#9 Posted : Thursday, August 31, 2017 1:27:08 PM(UTC)
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That opens up a whole world of possibilities :)

Thanks.
Offline Unknown Editor  
#10 Posted : Thursday, August 31, 2017 7:45:13 PM(UTC)
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Also if the Faction is GLA or China , You can use it for Camounetting or making a Mine Field .
Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
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