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Offline klingondragon  
#21 Posted : Saturday, April 4, 2015 7:48:11 PM(UTC)
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Sorry but I care about this sort of thing for some reason. As for the code are you certain you are replacing the correct module? Also are you aware you can use replace module instead of removing and adding it?
Offline Gameanater  
#22 Posted : Saturday, April 4, 2015 7:50:17 PM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
Sorry but I care about this sort of thing for some reason.


lol, it's fine. Wink I'm a slight grammar freak myself.

But niether of us are half as bad as one of my friends at church! Haha
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Offline bio138  
#23 Posted : Saturday, April 4, 2015 7:54:25 PM(UTC)
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Attached it if you want to try and help, and your right nonetheless is one word lol.

***Edit***

As for the certainty of the Module no, there are multiple references to other objects (assuming the other technical bodys) like this:
ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne
Object GLAVehicleTechnicalChassisOne

Although they each don't have different modules from what I can see, and I was not aware that I could replace modules instead of removing and adding them again thank you and noted.

Edited by user Saturday, April 4, 2015 7:59:37 PM(UTC)  | Reason: Not specified

File Attachment(s):
plzhelp.zip (2kb) downloaded 3 time(s).
Offline Gameanater  
#24 Posted : Saturday, April 4, 2015 8:00:45 PM(UTC)
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Code:

Object GLAVehicleTechnical

RemoveModule ModuleTag_16

AddModule

	Behavior = TransportContain ModuleTag_16
		Slots = 5
		InitialPayload     = GLAInfantryTunnelDefender 5
    		AllowInsideKindOf   = INFANTRY
    		DamagePercentToUnits = 10%
    		GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   	End
End <------------ I think this is what's wrong. I'm not sure if that should be there.
	BuildCost = 2000
End


Then again though... I don't have alot of experience with map.ini's. So I'm doing guesswork here.
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Offline klingondragon  
#25 Posted : Saturday, April 4, 2015 8:02:45 PM(UTC)
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I think the number of ends is right but I did notice that at least one line was spaced wrong (it could have been due to me reading it on my phone).
Offline bio138  
#26 Posted : Saturday, April 4, 2015 8:10:19 PM(UTC)
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The game crashes with or without the end, the way I see the ends are like this.

Object GLAVehicleTechnical

RemoveModule ModuleTag_16
AddModule
Behavior = TransportContain ModuleTag_16

End Behavior
End AddModule
End Object
Offline Gameanater  
#27 Posted : Saturday, April 4, 2015 8:29:51 PM(UTC)
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Dang it.

Let's perform the ritual to call upon AnnihilationZH's infinite wisdom and knowledge now because I don't know what's wrong.
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Offline Annihilationzh  
#28 Posted : Sunday, April 5, 2015 1:40:26 AM(UTC)
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A wild AZHole appears.

GLAVehicleTechnical doesn't have a ModuleTag_16. That's why it's crashing.

You need to edit GLAVehicleTechnicalChassisOne
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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thanks 1 user thanked Annihilationzh for this useful post.
bio138 on 4/5/2015(UTC)
Offline bio138  
#29 Posted : Sunday, April 5, 2015 2:58:16 AM(UTC)
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Yup, that worked instantly, had to do the same with all of the other chassis, forgot that the technical actually had different frames, thought that had to do with the upgrades. Here it is if anyone needs it.
Code:

Object GLAVehicleTechnical
BuildCost = 2000
End

Object GLAVehicleTechnicalChassisOne

RemoveModule ModuleTag_16

AddModule

	Behavior = TransportContain ModuleTag_16
		Slots = 5
		InitialPayload     = GLAInfantryTunnelDefender 5
    		AllowInsideKindOf   = INFANTRY
    		DamagePercentToUnits = 10%
    		GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   	End

End
End

Object GLAVehicleTechnicalChassisTwo

RemoveModule ModuleTag_16

AddModule

	Behavior = TransportContain ModuleTag_16
		Slots = 5
		InitialPayload     = GLAInfantryTunnelDefender 5
    		AllowInsideKindOf   = INFANTRY
    		DamagePercentToUnits = 10%
    		GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   	End

End
End

Object GLAVehicleTechnicalChassisThree

RemoveModule ModuleTag_16

AddModule

	Behavior = TransportContain ModuleTag_16
		Slots = 5
		InitialPayload     = GLAInfantryTunnelDefender 5
    		AllowInsideKindOf   = INFANTRY
    		DamagePercentToUnits = 10%
    		GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   	End

End
End

Thank you once again for solving another problem I couldn't figure out.

Edited by user Sunday, April 5, 2015 2:58:51 AM(UTC)  | Reason: Not specified

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