General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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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? |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: KlingonDragon Sorry but I care about this sort of thing for some reason. lol, it's fine. I'm a slight grammar freak myself. But niether of us are half as bad as one of my friends at church! Haha |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Private Joined: 11/27/2013(UTC) Posts: 42
Thanks: 18 times Was thanked: 1 time(s) in 1 post(s)
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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)
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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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. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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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). |
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Private Joined: 11/27/2013(UTC) Posts: 42
Thanks: 18 times Was thanked: 1 time(s) in 1 post(s)
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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
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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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. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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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.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
1 user thanked Annihilationzh for this useful post.
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Private Joined: 11/27/2013(UTC) Posts: 42
Thanks: 18 times Was thanked: 1 time(s) in 1 post(s)
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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)
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