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Egozi44

DigIn Issue?

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I made custom bunker for Steel talons rifle man squad and just recently noticed that the bunker won't become neutral when the squads are out and saw that enemies units can't use it and just shoot on it instead

 

I simply copied the GDI's default Dig in bunker and modified it, all the necessary lines should be there... I also tried change the side line from GDI to Neutral but no luck there....

can someone tell me what I done wrong? or if the file is coded?

 

Thanks

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
	<GameObject
		id="GDIDigInBuilding2"
		KindOf="SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS STRUCTURE AUTO_RALLYPOINT CAN_SEE_THROUGH_STRUCTURE GARRISONABLE_UNTIL_DESTROYED GARRISON IGNORE_FOR_VICTORY NOT_SELLABLE CIVILIAN_BUILDING COVER AUTO_ACQUIRABLE_BY_AI"
		Description="Desc:GDIDigInBuilding"
		RadarPriority="STRUCTURE"
		BuildCompletion="INVALID"
		FenceWidth="0"
		FenceXOffset="0"
		RemoveTerrainRadius="0"
		EmotionRange="0"
		PlacementViewAngle="0d"
		BuildFadeInOnCreateTimeSeconds="0s"
		FactoryExitWidth="0"
		FactoryExtraBibWidth="0"
		Side="GDI"
		EditorName="GDIDigInBuilding"
		EditorSorting="STRUCTURE"
		BountyValue="0"
		BuildTime="10"
		BuildFadeInOnCreateTime="0"
		EnergyProduction="0"
		EnergyBonus="0"
		CommandSet="GDIDigInGarrisonCommandSet"
		SelectPortrait="Portrait_CNCTW_Foxhole_Cameo"
		ButtonImage="Portrait_CNCTW_Foxhole_Cameo"
		VoicePriority="0"
		MinZIncreaseForVoiceMoveToHigherGround="-1"
		CrowdResponse=""
		CampnessValue="0"
		CampnessValueRadius="600"
		Scale="1"
		HealthBoxScale="1.5"
		HealthBoxHeightOffset="10"
		OcclusionDelay="0"
		LiveCameraPitch="0"
		FormationWidth="1"
		FormationDepth="1"
		InstanceScaleFuzziness="0"
		ThreatRadius="-1"
		RamPower="0"
		RamZMult="1"
		ShockwaveResistance="0"
		CommandPoints="0"
		CommandPointBonus="0"
		VoiceAttackChargeTimeout="0"
		MaxDistanceForEngaged="0"
		EngagedStateTimeout="0"
		ThreatLevel="1"
		SlopeLimitIndex="0"
		PathfindDiameter="-1"
		SupplyOverride="0"
		DisplayMeleeDamage="-1"
		DisplayRangedDamage="-1"
		HeroSortOrder="2147483647"
		FiringArc="360"
		CamouflageDetectionMultiplier="1"
		SelectionPriority="2147483647"
		ProductionQueueType="INVALID"
		BuildPlacementTypeFlag="INVALID"
		BuildOnRequiredObjectKindOf=""
		UnitCategory="NONE"
		WeaponCategory="NONE"
		HasFiredRecentlyTime="2s"
		UnitTypeIcon=""
		ReinvisibilityDelay="4s"
		CaptureTime="0s"
		BuildCost="100"
		RefundValue="0"
		ThreatValue="0"
		MaxSimultaneousOfType="0"
		TransportSlotCount="0"
		IsTrainable="True"
		IsForbidden="False"
		IsPrerequisite="False"
		IsGrabbable="False"
		IsHarvestable="False"
		StructureRubbleHeight="0"
		ForceLuaRegistration="False"
		ShowHealthInSelectionDecal="False"
		KeepSelectableWhenDead="False"
		IsAutoBuilt="False"
		CanPathThroughGates="True"
		ShouldClearShotsOnIdle="False"
		BuildInProximityToSamePlayerStucture="True">
		<DisplayName>Name:GDIDigInBuilding2</DisplayName>
		<ArmorSet
			Armor="GDIDigInBuildingArmor"
			DamageFX="FactionStructureDamageFX"
			Conditions="" />
		<Draws>
			<ScriptedModelDraw
				id="50DF2C46"
				RecoilDamping="0.4"
				MaxRecoilDistance="3"
				InitialRecoilSpeed="2"
				RecoilSettleSpeed="0.065"
				MinLODRequired="LOW"
				ProjectileBoneFeedbackEnabledSlots=""
				TrackMarks=""
				ExtraPublicBone="BONEGARRISON01 BONEGARRISON02 BONEGARRISON03 BONEGARRISON04 BONEGARRISON05 BONEGARRISON06 BONEGARRISON07 BONEGARRISON08 BONEGARRISON09 BONEGARRISON10 BONEGARRISON11 BONEGARRISON12 BONEGARRISON13 BONEGARRISON14 BONEGARRISON15 BONEGARRISON16"
				DependencySharedModelFlags=""
				HighDetailLODThreshold="0"
				LowDetailLODThreshold="0"
				WadingParticleSys=""
				AlphaCameraFadeOuterRadius="0"
				AlphaCameraFadeInnerRadius="0"
				AlphaCameraAtInnerRadius="100%"
				StaticSortLevelWhileFading="-1"
				BirthFadeTime="0"
				OkToChangeModelColor="True"
				AnimationsRequirePower="True"
				UseYAxisForTurretRotation="False"
				TrackMarksOnlyWhenCorneringQuickly="False"
				UseProducerTexture="False"
				NoRotate="False"
				UseFiringArcRotation="False"
				Selectable="True"
				RandomTextureFixedRandomIndex="False"
				ParticlesAttachedToAnimatedBones="False"
				ParticleBonesCheckDrawable="False"
				ShadowForceDisable="False"
				SwitchModelLODMode="False"
				StaticModelLODMode="False"
				ShowShadowWhileContained="False"
				UseStandardModelNames="False"
				UseDefaultAnimation="False"
				BirthFadeAdditive="False"
				ZWriteDisableOverride="False"
				MultiPlayerOnly="False"
				AffectedByStealth="True"
				InvertStealthOpacity="False"
				HighDetailOnly="False"
				SetAnimsToLastFrameOnConstructionComplete="True">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GBDUGOUT"
						ExtraMesh="False" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING USER_5"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GBDUGOUT_ASN"
						ExtraMesh="False" />
					<Texture
						Original="GBDugOut"
						New="GBDugOut2" />
					<Texture
						Original="GBDugOut_NRM"
						New="GBDugOut2NM" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE USER_5"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GBDUGOUT_D3SN"
						ExtraMesh="False" />
					<Texture
						Original="GBDugOutD"
						New="GBDugOutD2" />
					<Texture
						Original="GBDugOut_NRM"
						New="GBDugOut2NM" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_5"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GBDUGOUT_D2SN"
						ExtraMesh="False" />
					<Texture
						Original="GBDugOutD"
						New="GBDugOutD2" />
					<Texture
						Original="GBDugOut_NRM"
						New="GBDugOut2NM" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_5"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="False">
					<Model
						Name="GBDUGOUT_ASN"
						ExtraMesh="False" />
					<Texture
						Original="GBDugOut"
						New="GBDugOutD2" />
					<Texture
						Original="GBDugOut_NRM"
						New="GBDugOut2NM" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5"
					PortraitImage=""
					ButtonImage=""
					RetainSubObjects="True">
					<Model
						Name="GBDUGOUT_ASN"
						ExtraMesh="False" />
					<Texture
						Original="GBDugOut"
						New="GBDugOut2" />
					<Texture
						Original="GBDugOut_NRM"
						New="GBDugOut2NM" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False" />
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GBDUGOUT_AAN"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Small"
						PersistID="0"
						FollowBone="True"
						OnlyIfOnWater="False"
						OnlyIfOnLand="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GBDUGOUT_D3AN"
						AnimationMode="MANUAL"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GBDUGOUT_D2AN"
						AnimationMode="MANUAL"
						Distance="0"
						AnimationBlendTime="5"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GBDUGOUT_D2AN"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="0"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble"
					EnteringStateFX=""
					FrameForPristineBonePositions="0"
					ShareAnimation="False"
					AllowRepeatInRandomPick="False"
					SimilarRestart="False">
					<Animation
						AnimationName="GBDUGOUT_D3AN"
						AnimationMode="ONCE"
						Distance="0"
						AnimationBlendTime="0"
						AnimationSpeedFactorMin="1"
						AnimationSpeedFactorMax="1"
						WeaponTimingOrdering="PRIMARY_WEAPON"
						WeaponTimingSlotID="1"
						AnimationPriority="1"
						FadeBeginFrame="-1"
						FadeEndFrame="-1"
						AnimationMustCompleteBlend="False"
						UseWeaponTiming="False"
						FadingIn="False" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<RandomModelCondition
				id="E6B33535"
				Conditions="USER_5" />
			<SlowDeath
				id="73542D4A"
				SinkRate="4"
				ProbabilityModifier="10"
				ModifierBonusPerOverkillPercent="0%"
				SinkDelay="3s"
				SinkDelayVariance="0s"
				DestructionDelay="8s"
				DestructionDelayVariance="0s"
				DecayBeginTime="0s"
				FlingForce="0"
				FlingForceVariance="0"
				FlingPitch="0d"
				FlingPitchVariance="0d"
				DeathFlags=""
				FadeTime="0s"
				FadeDelay="0s"
				DeathTypes=""
				DeathObjectStatusBits=""
				ShadowWhenDead="False"
				Fade="False">
				<Sound
					Type="INITIAL"
					List="HumanFaction_SmallBuilding_DieMS" />
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
			</SlowDeath>
			<HordeGarrisonContain
				id="D9F94DC7"
				ContainMax="4"
				EnterSound="Asset not found in stream: [844D7B9F:73F0B27A]"
				ExitSound="Asset not found in stream: [844D7B9F:9AD878AD]"
				DamagePercentToUnits="0%"
				PassengersTestCollisionHeight="-1000"
				NumberOfExitPaths="1"
				DoorOpenTime="1"
				ObjectStatusOfContained="CAN_ATTACK UNSELECTABLE"
				ModifierRequiredTime="100"
				KillIfEmptyTime="0s"
				ModelConditionsWhenNotEmpty=""
				PassengersInTurret="False"
				AllowOwnPlayerInsideOverride="True"
				AllowAlliesInside="True"
				AllowEnemiesInside="True"
				AllowNeutralInside="True"
				ShowPips="True"
				CollidePickup="True"
				EjectPassengersOnDeath="True"
				KillPassengersOnDeath="False"
				HasObjectStatusOfContainedEntry="True"
				Enabled="True"
				MobileGarrison="False"
				ImmuneToClearBuildingAttacks="False"
				ResetInitialTeamOnCapture="False"
				ExitDelay="0">
				<PassengerFilter
					Rule="ANY"
					Relationship=""
					Alignment="NONE"
					Include="INFANTRY"
					Exclude=""
					StatusBitFlags=""
					RejectStatusBitFlags=""
					AcceptModelCondition=""
					RejectModelCondition="">
					<ExcludeThing>GDIZoneTrooperSquad</ExcludeThing>
					<ExcludeThing>GDIZoneTrooper</ExcludeThing>
					<ExcludeThing>AlienShockTrooperSquad</ExcludeThing>
					<ExcludeThing>AlienRazorDroneSquad</ExcludeThing>
					<ExcludeThing>ZOCOMZoneRaiderSquad</ExcludeThing>
					<ExcludeThing>ZOCOMZoneRaider</ExcludeThing>
					<ExcludeThing>SteelTalonsZoneTrooperSquad</ExcludeThing>
					<ExcludeThing>SteelTalonsZoneTrooper</ExcludeThing>
				</PassengerFilter>
				<DieMuxData
					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
				<PassengerData
					BonePrefix="BONEGARRISON">
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						Rule="NONE"
						Relationship=""
						Alignment="NONE"
						Include="INFANTRY"
						Exclude=""
						StatusBitFlags=""
						RejectStatusBitFlags=""
						AcceptModelCondition=""
						RejectModelCondition="" />
				</PassengerData>
				<MemberTemplateStatusInfo
					ThingTemplate="GDISniperSquad"
					ObjectStatus="CAN_SPOT_FOR_BOMBARD" />
				<InitialRoster
					TemplateId=""
					Count="0" />
				<ExitOffset
					x="0"
					y="-80"
					z="0" />
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				id="C74C39D8">
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					ExemptStatus=""
					RequiredStatus=""
					DamageAmountRequired="-1"
					MinKillerAngle="0.9999999d"
					MaxKillerAngle="-0.9999999d"
					DeathTypes="ALL"
					DeathTypesForbidden="" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Large"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="False" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Large"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="False" />
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					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Large"
					MinThreshold="0"
					MaxThreshold="0"
					Direction="Default"
					OrientToObject="True"
					ForceUseDoFXObj="False" />
			</FXListBehavior>
			<StructureUnpackUpdate
				UnpackTime="1.5s" />
		</Behaviors>
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			<ActiveBody
				id="B313F576"
				MaxHealth="2000"
				MaxHealthDamaged="0"
				MaxHealthReallyDamaged="0"
				InitialHealth="-1"
				RecoveryTime="0"
				DodgePercent="0"
				EnteringDamagedTransitionTime="0s"
				EnteringReallyDamagedTransitionTime="0s"
				GrabFX=""
				GrabDamage="200"
				HealingBuffFX=""
				DamagedAttributeModifier=""
				ReallyDamagedAttributeModifier=""
				CheerRadius="200"
				BurningDeathFX=""
				SecondChanceUpgrade=""
				SecondChanceHeal="0"
				UseDefaultDamageSettings="True"
				RemoveUpgradesOnDeath="False"
				BurningDeathBehavior="False" />
		</Body>
		<Geometry
			IsSmall="False">
			<Shape
				Type="CYLINDER"
				ContactPointGeneration="NONE"
				MajorRadius="25"
				MinorRadius="1"
				Height="20"
				FrontAngle="0d"
				Active="True"
				UsedForHealthBox="True" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:B2E45C9B]"
				AudioType="voiceSelect" />
			<AudioEntry
				EvaEvent="BuildingStolen"
				AudioType="voiceDefectingAway" />
			<AudioEntry
				EvaEvent="EnemyBuildingCaptured"
				AudioType="voiceDefectingTowards" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:58972509]"
				AudioType="soundOnDamaged" />
			<AudioEntry
				Sound="Asset not found in stream: [A3A7AF37:F43E413C]"
				AudioType="soundOnReallyDamaged" />
			<AudioEntry
				Sound="Asset not found in stream: [844D7B9F:45BB2ECF]"
				AudioType="soundUnderConstruction" />
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		<EvaEvents
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			EvaEventDamagedOwner="StructureUnderAttack"
			EvaEventSecondDamageFarFromFirstScanRange="200"
			EvaEventSecondDamageFarFromFirstTimeoutMS="155"
			EvaEventRepairingOwner="StructureRepairing"
			EvaEnemyObjectSightedEvent="EnemyCampSighted"
			EvaEventAvailableForProduction="NewConstructionOptions"
			EvaEventProductionStarted="BuildingConstructionStarted"
			EvaEventProductionComplete="BuildingConstructionComplete"
			EvaEventPlacementFailed="StructurePlacementFailed"
			EvaEventCannotBuildDueToFullBuildQueue="StructureCannotBuildDueToFullBuildQueue"
			EvaEventBuildOnHold="BuildOnHold"
			EvaEventBuildCancelled="BuildCancelled"
			EvaEventManuallyPoweredOff="BuildingManuallyPoweredDown"
			EvaEventManuallyPoweredOn="BuildingManuallyPoweredUp" />
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			SizeY="0"
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			OpacityFadeOutTime="0s"
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			UseHouseColor="False"
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			LocalPlayerOnly="False" />
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			ShroudClearingRange="400"
			VisionSide="100%"
			VisionRear="100%"
			VisionBonusTestRadius="100"
			VisionBonusTestSegments="8"
			VisionBonusPercentPerFoot="0%"
			MaxVisionBonusPercent="50%"
			MinVisionBonusPercent="-50%" />
	</GameObject>
</AssetDeclaration>

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can't see anything wrong at a first glance. Did you copy the specialpower and ocl exactly aswell or did you change anything in there? What did you alter in regard to the original diginbuilding?

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Are you sure enemies will enter the vanilla gdi foxholes? the filter seems to be ok as far as I know,

Edited by Stygs

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can't see anything wrong at a first glance. Did you copy the specialpower and ocl exactly aswell or did you change anything in there? What did you alter in regard to the original diginbuilding?

 

I made another version of their ability, took all of the ability's xmls and made them as number two (like: I took placeholder.xml and changed it to placeholder2 because I too lazy give it creative names xD), I didn't changed anything in the OCL aside from the IDs, build time, cost, and ability icon.

 

In the bunker itself all I changed was the skins, NM (still count as skin~), and the slots (changed it to 4 instead of 2)

 

 

You should be able to see the issue in the files I sent you month ago, but if you want I can send you up to date ver just in case (I fixed many many bugs and added new SPMs and NMs to all the units and structures include the bunker, so there's chance the issue pop up somewhere along the way though it hard for me to believe~)

 

Are you sure enemies will enter the vanilla gdi foxholes? the filter seems to be ok as far as I know,

 

Yup, I tested it yesterday before posting the thread :P

 

Simply build foxhole next to enemy power plant, take your squads out of it, destroy the power plant, set your units to hold fire, and watch the enemy inf party all the way to your foxhole xD

Edited by Egozi44

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