For the tank bunkers, whats notable is that the only SpeedType it disallows is Hover.
There is a function at 0070FB50 that does bunker testing.
I have noticed that infantry, aircraft and boats (i.e. the boomer but not the transport) dont even trip this function.
Everything else does.
inside the function, we have a test for Bunkerable=, if No, fail function
Then another test for Turret, same again
Followed by a test that I cant identify (but it seems to be turret related I think)
Then a test that blocks speedtype 3 (Hover)
And finally a couple other unknown tests.
I suspect that (unless there is some reason why hover units generally shouldnt be allowed in tank bunkers) simply changing the test from "if unit has SpeedType=Hover" to "if unit has PoweredUnit=Yes" should do what is wanted.
No idea what the other unknown tests are though.
So if I change 2BC for terrain types to 2C0, I can then write the integer I want at 2BC?
For actions, what we need to find is the code that reads SuperWeaponType+0xBC and does stuff with it.
One way to do that is to debug it, break on the code at 006CEAAF that fills in the super weapon action. From there, do a memory breakpoint on the value of ebp+0xBC at that point and then run it.
Then trigger the super weapon (and the related action) and it will stop on the memory breakpoint. From there you can see which pieces of code read the action number and follow those through.
As for abillities, we need to find where they get read from the unit type and checked, from there we can locate what the game does when you get the sensor and cloak veteran abillities.
Do you get the CloakSound sound played if you get cloak via veterancy?
There is a function at 0070FB50 that does bunker testing.
I have noticed that infantry, aircraft and boats (i.e. the boomer but not the transport) dont even trip this function.
Everything else does.
inside the function, we have a test for Bunkerable=, if No, fail function
Then another test for Turret, same again
Followed by a test that I cant identify (but it seems to be turret related I think)
Then a test that blocks speedtype 3 (Hover)
And finally a couple other unknown tests.
I suspect that (unless there is some reason why hover units generally shouldnt be allowed in tank bunkers) simply changing the test from "if unit has SpeedType=Hover" to "if unit has PoweredUnit=Yes" should do what is wanted.
No idea what the other unknown tests are though.
So if I change 2BC for terrain types to 2C0, I can then write the integer I want at 2BC?
For actions, what we need to find is the code that reads SuperWeaponType+0xBC and does stuff with it.
One way to do that is to debug it, break on the code at 006CEAAF that fills in the super weapon action. From there, do a memory breakpoint on the value of ebp+0xBC at that point and then run it.
Then trigger the super weapon (and the related action) and it will stop on the memory breakpoint. From there you can see which pieces of code read the action number and follow those through.
As for abillities, we need to find where they get read from the unit type and checked, from there we can locate what the game does when you get the sensor and cloak veteran abillities.
Do you get the CloakSound sound played if you get cloak via veterancy?