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PostPosted: Sun Aug 09, 2009 2:59 am 
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Can you add another varible to choose if it can be automated or manual please? (bunker or turret)... It would be very good.

Also did you check if ComUpgrade worked for turrets to get upgraded to manual and manual to turrets? :lol:

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PostPosted: Sun Aug 09, 2009 8:49 am 
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Quote:
- Added a ComCollect so the crate you get when the breastwork is dismantled will be picked up and brought to the nearest depot instead of being destroyed in the building progress.


It's not destroyed, but somehow 'added' to the current crate amount in nearest depot.


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PostPosted: Sun Aug 09, 2009 11:46 am 
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Gwrhkhsh wrote:
It's not destroyed, but somehow 'added' to the current crate amount in nearest depot.


Well what do you know :) didn't notice. No problems then. Removed.

gwren1 wrote:
Also did you check if ComUpgrade worked for turrets to get upgraded to manual and manual to turrets?


Didn't work last time I tried. I even tried to use ComUpgradeLab since you can specify which extension you want to upgrade the lab with, but ofc it didn't work :(

gwren1 wrote:
Can you add another varible to choose if it can be automated or manual please? (bunker or turret)... It would be very good.


Sure.

Code:
export weapon_to_be_placed, idle_soldiers, upgrade_AIRebuild;

Export function AIRebuildFortifications(breastwork, upgrade, weapon);
     var engineers;
     var bunker_x,bunker_y,bunker_d;
     begin
          if upgrade <> b_turret and upgrade <> b_bunker then exit;
          weapon_to_be_placed = weapon;
          upgrade_AIRebuild = upgrade;
          engineers:=FilterAllUnits([[f_side,GetSide(breastwork)],[f_class,class_engineer],[f_ok]]);

          bunker_x:=GetX(breastwork);
          bunker_y:=GetY(breastwork);
          bunker_d:=GetDir(breastwork);

          ComDismantle(engineers,breastwork);

          AddComBuild(engineers, upgrade, bunker_x, bunker_y, bunker_d);
     end;

on BuildingComplete(build) do
     begin
          if GetBType(build) = upgrade_AIRebuild then
               ComPlaceWeapon(build, weapon_to_be_placed);
     end;


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PostPosted: Sun Aug 09, 2009 11:36 pm 
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Thank you very much.

And Zadek, its good to know I can now build my factory on top of those 5 crates blocking the path, having my concience free that they'll be added automatically to the nearest depot and not destroyed. :D :P

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PostPosted: Sun Aug 09, 2009 11:39 pm 
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Seriously, didn't you know that? I thought it's obvious ;)

Note: if you don't have any resources in your base, building on even proper amount of crates is still impossible.


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