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;