General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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So i am working on a new map and thought let's make the AI spawn some random minefields. Picked the 'manholecover' to work with and made this piece of code for the map.ini: Code:
Object ManHoleCover
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = None
End
AliasConditionState = DAMAGED
End
End
CommandSet = MinefieldCommandSet
KindOf = IMMOBILE STRUCTURE UNATTACKABLE
RemoveModule ModuleTag_02
AddModule
Body = ImmortalBody Module_IB
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = ProductionUpdate Module_PU
End
Behavior = CommandSetUpgrade Module_CSU
CommandSet = MinefieldCommandSetUpgrade
TriggeredBy = Upgrade_ChinaMines
End
Behavior = GenerateMinefieldBehavior Module_GMB
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End
End
End
CommandSet MinefieldCommandSet
1 = Command_UpgradeChinaMines
End
CommandSet MinefieldCommandSetUpgrade
1 = Command_UpgradeEMPMines
End
I thought that it would work but it doesnt, it gave me a nice 'conflicting upgrade cannot be purchased' message in game, after an hour of testing i discovered that you need a freaking 'ArmorUpgrade Module' for the EMPMines upgrade to work properly while the object doesnt even have an armorupgrade. Checked the ini files and the module is also added to the buildings of china while they dont have any upgraded armor. Had to add this to the 'Addmodule' part: Code:
Behavior = ArmorUpgrade Module_AU
TriggeredBy = Upgrade_ChinaEMPMines
End
To make it work... Really weird or i am too stupid to understand this, im probably too stupid..:P Greetz |
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