Bulldozing Mod

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jcb989
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1423
Joined: Fri Nov 05, 2010 12:02 am
Location: Bradenton, Florida

Bulldozing Mod

Post by jcb989 »

I have a simple mod objective for the bulldozing function, but not sure how I can achieve it.
I don't want trucks (germans or allies) to be able to bulldoze other vehicles.
Is there a way to do that? I will go look for that script and see if I can add some truck logic...

It looks like I would have to edit this function and in particular the bolded area here inside the bulldoze.bsf file:

FUNCTION CHECK_ALL_BULLDOZE(me, unit, tilex, tiley)
{
int ret ;

ret = -2 ;

if (IsDeploying() != 1 )
{
// if the unit is a wreck and it is adjacent
if ((GetUnitDead(unit) == 1))
{
ret = -1 ;
if( CheckTileStep(me, tilex, tiley) == 1 )
{
ret = GetAttrib(me, "BulldozeCost") ;
}
}
}
return ret ;
}
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
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Location: France
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Re: Bulldozing Mod

Post by Amaris »

Simply edit your squad.csv and edit the BulldozeCost attrib for truck (BulldozeCost > AP). :wink:
“Take care, my friend; watch your six, and do one more roll… just for me.”
jcb989
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1423
Joined: Fri Nov 05, 2010 12:02 am
Location: Bradenton, Florida

Re: Bulldozing Mod

Post by jcb989 »

Ahh I see then. I have that attribute understood backwards. I thought that was the cost other units had to spend to bulldoze me. I'm thinking about in my custom scenario over there Fuel_Depot to make it such that infantry units and trucks cannot bulldoze Tigers and King Tigers out of the way.

I will play with the squads.csv setting cost then and let you know the success.
Thanks Amaris,
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