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Offline Jundiyy  
#1 Posted : Thursday, September 21, 2017 9:45:26 AM(UTC)
Jundiyy
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Posts: 78

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OK So I wanted to make a unit that starts with Toxin Shells, I looked at the normal GLA Scorpion and Marauder Tanks but they both don't seem to have it in their engineering???

I then went to Chem GLA, Scorpion and Marauder, in their Engineering I saw the ToxinShells but it has been removed with ;;;;;;;;;;;;; and has a message along the lines of "will crash saved games if used"

So how do we get a unit to start with ToxinShells? I want my rocket buggy to have toxin shells from the start of the game, any idea guys?



Ok so I have been looking around and found out that the above mentioned is given to Dr.Thrax's Command Centre.

My main point that I want to do is...
Have my new unit start with toxin shells (it has buggy ammo)
So I don't want all my units to start with toxin shells, just this one.

If I grant it to the command centre then all my units will get it which I don't want.

Edited by user Thursday, September 21, 2017 4:13:37 PM(UTC)  | Reason: Not specified

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Offline lechibaw  
#2 Posted : Thursday, September 21, 2017 5:21:42 PM(UTC)
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Hi my friend, I had the same problem for my modified marauder, but in reallity I simply remove all the ;;; for have the toxingshell code, and it works very good (no crash).
So I think you can do the same, sorry for my bad english :)
Offline Unknown Editor  
#3 Posted : Thursday, September 21, 2017 11:28:19 PM(UTC)
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Well , as I've known , It's in the Projectile Weapons' Death Behavior ...
Can Find them in Data\INI\Object\WeaponObjects.ini
Here is the Usage for map.ini :

Scorpion :
Code:
Object ScorpionTankShell
 ReplaceModule ModuleTag_04
  Behavior       = FireWeaponWhenDeadBehavior ModuleTag_ToxinShells
   DeathWeapon   = ToxinShellWeapon
   StartsActive  = Yes ;No < Requires Upgrade First ...
  ;TriggeredBy   = Upgrade_GLAToxinShells
   ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma
  End
 End
 ReplaceModule ModuleTag_05
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_AnthraxShells
   DeathWeapon   = ToxinShellWeaponUpgraded
   StartsActive  = No
   TriggeredBy   = Upgrade_GLAAnthraxBeta ;Upgrade_GLAToxinShells
   ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
  ;RequiresAllTriggers = Yes ; < It Doesn't have 2 (or more) Triggered Upgrades any more
  End
 End
 ReplaceModule ModuleTag99
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_GammaShells
   DeathWeapon   = Chem_ToxinShellWeaponGamma
   StartsActive  = No
   TriggeredBy   = Chem_Upgrade_GLAAnthraxGamma ;Upgrade_GLAToxinShells
  ;RequiresAllTriggers = Yes
  End
 End
End

Object ScorpionTankShell
ReplaceModule ModuleTag_04
Behavior = FireWeaponWhenDeadBehavior ModuleTag_ToxinShells
DeathWeapon = ToxinShellWeapon
StartsActive = Yes ;No < Requires Upgrade First ...
;TriggeredBy = Upgrade_GLAToxinShells
ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma
End
End
ReplaceModule ModuleTag_05
Behavior = FireWeaponWhenDeadBehavior ModuleTag_AnthraxShells
DeathWeapon = ToxinShellWeaponUpgraded
StartsActive = No
TriggeredBy = Upgrade_GLAAnthraxBeta ;Upgrade_GLAToxinShells
ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
;RequiresAllTriggers = Yes ; < It Doesn't have 2 (or more) Triggered Upgrades any more
End
End
ReplaceModule ModuleTag99
Behavior = FireWeaponWhenDeadBehavior ModuleTag_GammaShells
DeathWeapon = Chem_ToxinShellWeaponGamma
StartsActive = No
TriggeredBy = Chem_Upgrade_GLAAnthraxGamma ;Upgrade_GLAToxinShells
;RequiresAllTriggers = Yes
End
End
End[/code]

Modules are Also the Same in Marauder Shells :

Code:
Object MarauderTankShell
 ReplaceModule ModuleTag_04
  Behavior       = FireWeaponWhenDeadBehavior ModuleTag_ToxinShells
   DeathWeapon   = ToxinShellWeapon
   StartsActive  = Yes ;No < Requires Upgrade First ...
  ;TriggeredBy   = Upgrade_GLAToxinShells
   ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma
  End
 End
 ReplaceModule ModuleTag_05
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_AnthraxShells
   DeathWeapon   = ToxinShellWeaponUpgraded
   StartsActive  = No
   TriggeredBy   = Upgrade_GLAAnthraxBeta ;Upgrade_GLAToxinShells
   ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
  ;RequiresAllTriggers = Yes ; < It Doesn't have 2 (or more) Triggered Upgrades any more
  End
 End
 ReplaceModule ModuleTag99
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_GammaShells
   DeathWeapon   = Chem_ToxinShellWeaponGamma
   StartsActive  = No
   TriggeredBy   = Chem_Upgrade_GLAAnthraxGamma ;Upgrade_GLAToxinShells
  ;RequiresAllTriggers = Yes
  End
 End
End

Object MarauderTankShell
ReplaceModule ModuleTag_04
Behavior = FireWeaponWhenDeadBehavior ModuleTag_ToxinShells
DeathWeapon = ToxinShellWeapon
StartsActive = Yes ;No < Requires Upgrade First ...
;TriggeredBy = Upgrade_GLAToxinShells
ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma
End
End
ReplaceModule ModuleTag_05
Behavior = FireWeaponWhenDeadBehavior ModuleTag_AnthraxShells
DeathWeapon = ToxinShellWeaponUpgraded
StartsActive = No
TriggeredBy = Upgrade_GLAAnthraxBeta ;Upgrade_GLAToxinShells
ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
;RequiresAllTriggers = Yes ; < It Doesn't have 2 (or more) Triggered Upgrades any more
End
End
ReplaceModule ModuleTag99
Behavior = FireWeaponWhenDeadBehavior ModuleTag_GammaShells
DeathWeapon = Chem_ToxinShellWeaponGamma
StartsActive = No
TriggeredBy = Chem_Upgrade_GLAAnthraxGamma ;Upgrade_GLAToxinShells
;RequiresAllTriggers = Yes
End
End
End[/code]

Right Now I'm wondering How did those Buggy Missiles had a Toxin Death Weapon but I did not KNOW Irked

Quote:
Object RocketBuggyMissile
Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
DeathWeapon = ToxinShellWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = RocketBuggyToxinUpgrade
ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = ToxinShellWeaponUpgraded
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_GLAAnthraxBeta RocketBuggyToxinUpgrade
RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is
ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag99
DeathWeapon = Chem_ToxinShellWeaponGamma
StartsActive = No
TriggeredBy = Chem_Upgrade_GLAAnthraxGamma RocketBuggyToxinUpgrade
RequiresAllTriggers = Yes;
End;


Does this even Work , I haven't seen yet ...

Well , Here is another Way :
So , If you gain a GLA Command Center , You will gain this Upgrade ...

Code:
Object GLACommandCenter
 AddModule
   Behavior       = GrantUpgradeCreate ModuleTag_UpToxinShells
   UpgradeToGrant = Upgrade_GLAToxinShells
  End
 End
End

Object Demo_GLACommandCenter
 AddModule
   Behavior       = GrantUpgradeCreate ModuleTag_UpToxinShells
   UpgradeToGrant = Upgrade_GLAToxinShells
  End
 End
End

Object Slth_GLACommandCenter
 AddModule
   Behavior       = GrantUpgradeCreate ModuleTag_UpToxinShells
   UpgradeToGrant = Upgrade_GLAToxinShells
  End
 End
End

Object Chem_GLACommandCenter
 AddModule
   Behavior       = GrantUpgradeCreate ModuleTag_UpToxinShells
   UpgradeToGrant = Upgrade_GLAToxinShells
  End
 End
End

Edited by user Thursday, September 21, 2017 11:29:30 PM(UTC)  | Reason: Not specified

Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Offline Annihilationzh  
#4 Posted : Friday, September 22, 2017 2:26:18 PM(UTC)
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Toxin shells are granted via projectile. So you need to clone the rocket buggy missiles and give them the toxin shell modules.
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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Offline Jundiyy  
#5 Posted : Friday, September 22, 2017 5:19:29 PM(UTC)
Jundiyy
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Posts: 78

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Perfect! My Toxinator Tank is working, thank you BUT!!!
I would like to make it a bit better, is there a way to auto repair, once again due to being quite new to this, I know I must be looking in the wrong place.

I thought maybe this would work
Behavior = AutoHealBehavior ModuleTag_Rep08
HealingAmount = 2
HealingDelay = 1000 ; msec
;TriggeredBy = Upgrade_GLAJunkRepair
End

But it didn't...

Thanks all for your help, I decided to go with the actual projectile.

Edited by user Friday, September 22, 2017 5:20:42 PM(UTC)  | Reason: Not specified

Offline lechibaw  
#6 Posted : Friday, September 22, 2017 6:05:43 PM(UTC)
lechibaw
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Joined: 7/4/2015(UTC)
Posts: 31
France

not sure but maybe you must just delete the ; before TriggeredBy = Upgrade_GLAJunkRepair
tell me if it works or not, and I will look another way :)
Offline Jundiyy  
#7 Posted : Friday, September 22, 2017 6:47:49 PM(UTC)
Jundiyy
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I put that there lol, it doesn't really have it there, but I thought if I take it out then it might work without the upgrade.
Offline SkyMix_RMT  
#8 Posted : Friday, September 22, 2017 7:44:11 PM(UTC)
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Replace it with this
Code:

  Behavior = AutoHealBehavior ModuleTag_Rep08
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    StartsActive      = Yes
  End


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Offline Jundiyy  
#9 Posted : Saturday, September 23, 2017 1:07:13 AM(UTC)
Jundiyy
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Originally Posted by: SkyMix_RMT Go to Quoted Post
Replace it with this
Code:

  Behavior = AutoHealBehavior ModuleTag_Rep08
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    StartsActive      = Yes
  End




Oh yea! Lol I even used that somewhere else (but that's because it was already there as
StartsActive = No - so I just changed it) but anyway thanks.
OK cool now my Toxinator Tank is complete :)

Just to let you know what this is, it's a tank which doesn't have any direct target but kills infantry from a distance making a pool of toxin.
I'll show it on stream soon hopefully :)
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