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Offline Shirtpower  
#1 Posted : Saturday, October 10, 2015 12:05:41 PM(UTC)
Shirtpower
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Can a vehicle produce infantry, or at least deploy into a building/factory unit and then produce infantry? I tried a few dozen ways that have resulted in some fun things but not in what I was after..
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Offline Zatsupachi  
#2 Posted : Saturday, October 10, 2015 2:01:56 PM(UTC)
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Yes you can, its just you can't set rally points(?)

If you want it to deploy before producing infantry you can use GLA Combat Bike Logic-- assuming you want it to be stationary and it to switch commandsets.

Or.
You can have it just straight up make units.

You also have to make sure it has STRUCTURE and FS_BARRACKS(?) KindOfs.

(?)citation needed.

ALSO
-I bet you're expecting codes... So, I'll be posting/editing this post when I have an example of it.

Edited by user Saturday, October 10, 2015 2:03:36 PM(UTC)  | Reason: Not specified

"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline Shirtpower  
#3 Posted : Friday, October 23, 2015 2:53:06 AM(UTC)
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A week of testing later and I still haven't managed to make a vehicle produce infantry, I would love to make something similar to the command center vehicle in RA2- it drives somewhere I turn it into a building and it produces infantry, I tried a few different methods (all of the ones you mentioned included) and I still cannot make any headway.
Offline Zatsupachi  
#4 Posted : Friday, October 23, 2015 12:14:18 PM(UTC)
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well, this might not be what you're hoping for but this is a less complicated solution.



Points:
I'm not going to go in-detail on how I make such monstrosities.
But I'm just going to put down the important bits.

Edited by user Friday, October 23, 2015 12:18:24 PM(UTC)  | Reason: Not specified

"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 1 user thanked Zatsupachi for this useful post.
CommieDog on 10/24/2015(UTC)
Offline Shirtpower  
#5 Posted : Friday, October 23, 2015 1:58:00 PM(UTC)
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Oh production update, now that I look again it should've been painfully obvious I needed that. Thanks alot!
Offline rey  
#6 Posted : Monday, November 9, 2015 12:27:30 AM(UTC)
rey
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question somewhere around the topic: can somebody help me with code for instant infantry "exchange"?
like for example i click on Rebel ability and next moment he's gone, but on his place Tunnel Defender appears. basically it's fast kill this infantry, create new on his position, even without any animations.
Offline Zatsupachi  
#7 Posted : Monday, November 9, 2015 3:13:40 AM(UTC)
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see Combat Bike Logic...

Look around the forums-- methinks.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline rey  
#8 Posted : Monday, November 9, 2015 3:37:05 AM(UTC)
rey
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Combat Bike changes rider not unit. i specifically mad example with too different units -it's not about switching weapon but about kill+create. so far i found nothing similar..
Offline Zatsupachi  
#9 Posted : Monday, November 9, 2015 11:34:40 AM(UTC)
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If you want unit switching to different modes.
combat bike IS what you want.
Each Rider can have a different model since riders are ConditionStates.

The other option is using the ReplaceObjectUpgrade Module.
Which However, DOES NOT carry over Health and rank.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline rey  
#10 Posted : Monday, November 9, 2015 1:38:43 PM(UTC)
rey
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switching modes is not what i'm after. can you please provide some examples about Replace? i mean upgrdae modules, i'm still bad about properly stating them in units body-code..
i just need the easiest code-wise way to make one unit disappear and another appear on his place. like if i'd select Rebel push a button and got Burton.

Edited by user Monday, November 9, 2015 1:41:10 PM(UTC)  | Reason: Not specified

Offline Zatsupachi  
#11 Posted : Tuesday, November 10, 2015 4:03:29 AM(UTC)
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Code:

Behavior = ReplaceObjectUpgrade ModuleTag_xx
    TriggeredBy = [Entry(S) from upgrade.ini]
	FXListUpgrade = [entry from FXList.INI]
	ConflictsWith = [entry(s) from Upgrade.INI]
	RequiresAllTriggers = [Yes/No]
    ReplaceObject = [Object name]
End
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline oliver  
#12 Posted : Tuesday, November 10, 2015 9:10:27 AM(UTC)
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Why don't you check ROTR codes of the Russian Supply Tuck.. After an upgrade, it produces infantry after an upgrade.
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Offline rey  
#13 Posted : Tuesday, November 10, 2015 4:27:46 PM(UTC)
rey
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Originally Posted by: Oliver Go to Quoted Post
Why don't you check ROTR codes of the Russian Supply Tuck.. After an upgrade, it produces infantry after an upgrade.
actually i'm exactly trying to modify ROTR and looking at Russian Supply Truck code = after upgrade it disappears and Field Quoter appears(totally other unit from another file) -that's what i'm after!
but sadly i can't figure everything out %( lots of file to modify, at least= CommandSet, CommandButton, ObjectCreationList, RussianUpgradeObjects, and files of infantry i'm trying to make this all about..
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