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Garrison staticweapon usage #307

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StefArma opened this issue Mar 18, 2018 · 2 comments
Open

Garrison staticweapon usage #307

StefArma opened this issue Mar 18, 2018 · 2 comments

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@StefArma
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  • A) When garrison is assigned or recruited while the place is spawned in they won't man static guns
  • B) When a static gunner is killed noone go replace its spot. maybe this is more complicated and require a LoS / knowsabout check to avoid make the staticweapon slot a killzone for enemy.
@zalexki
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zalexki commented Apr 29, 2018

Seems like 2 different issues first one is a bug, the other is an enhancement no ?

@StefArma
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Negative, the first one is intended:

UPSMON initialization let pass the param "NOVEH2" which prevent AI to man vehicles (staticweapons included) otherwise they'll mount vehicles and roam with them, or if player wanna use the static gun he won't be able because they take control of them.

So we move the unit in gunner at spawn only.

I was thinking about a Y menu section where you can execute scripts while looking at something,
a specific one for this case would be:

  • check if there is a militiaman in garrison
  • tell him to move in as gunner

But this won't solve the second issue, because it actually require the player to be there...

I've ideas yes, not sure how to apply them caring of the current system logic.

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