Private Joined: 7/4/2015(UTC) Posts: 31
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differents units inside? how is it possible please? ex: a humvee with four missile defender and one pathfinder inside from start I know there's a code line "InitialPayload=missiledefender 4" but for add the pathfinder? thanks :)
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Major Joined: 3/27/2015(UTC) Posts: 490
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Then, don't use InitialPayload. load them in as OCL. Code:
ObjectCreationList PutInVehicle_OCL
CreateObject
ObjectNames = Unit1
Count = 4
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = Unit2
Count = 1
ContainInsideSourceObject = Yes
End
End
add these lines to your object Code:
Behavior = GrantUpgradeCreate ModuleTag_Upgrade
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
End
Behavior = ObjectCreationUpgrade ModuleTag_LoadCrew
UpgradeObject = PutInVehicle_OCL
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Edited by user Sunday, December 3, 2017 12:40:43 PM(UTC)
| Reason: Not specified |
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3 users thanked Zatsupachi for this useful post.
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Captain Joined: 1/8/2017(UTC) Posts: 78
Was thanked: 4 time(s) in 4 post(s)
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How come initialpayload doesn't work here? I have a similar thing with my supply stash and it works
Behavior = SpawnBehavior ModuleTag_12 SpawnNumber = 1 SpawnReplaceDelay = 9999 SpawnTemplateName = GLAVehicleSupplyTruck SpawnTemplateName = GLAInfantryWorker OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End
That works but when I tried it for the Humvee it didn't.
InitialPayload = AmericaInfantryMissileDefender 3 InitialPayload = AmericaInfantryRanger 1 InitialPayload = AmericaInfantryPathfinder 1
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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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Originally Posted by: Zatsupachi Code:
Behavior = GrantUpgradeCreate ModuleTag_Upgrade
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
End
IIRC that'll crash save games if it's a unit. It would be better use a global upgrade that the player starts with. Originally Posted by: Jundiyy How come initialpayload doesn't work here? I have a similar thing with my supply stash and it works Different modules have different functionality. SpawnBehavior is designed to work with the angry mob, which has multiple different units in it. InitialPayload has no reason to process multiple units. Edited by user Saturday, December 9, 2017 11:39:54 AM(UTC)
| Reason: Not specified |
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1 user thanked Annihilationzh for this useful post.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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TransportContain [module requires ExitStartN and ExitEndN bones defined unless over-ridden by ExitBone definition and allows the use of SoundEnter And SoundExit UnitSpecificSounds ]
InitialPayload = [object name integer, multiple statements can be used]
End
But what does multiple statements mean??
I tried unit1 2, unit2 2 and it only processed the 1st unit.
Just curious.
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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'd try without the comma. Code:InitialPayload = Name # Name #
pretty sure I saw this somewhere before. |
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Nope that didnt work, only processed the 1st entry.
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Maybe try with ":", ";", "_", or "-". |
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Major Joined: 3/27/2015(UTC) Posts: 490
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None of that will work. InitialPayload is literally just the object entry and integer.
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Maybe it doesn't use the format: Code:InitialPayload = Name # Name #
It might be Code:InitialPayload = Name Name # #
??? Edited by user Tuesday, March 13, 2018 4:34:22 PM(UTC)
| Reason: Not specified |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
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NO way , then what if someone wants to use more than 2 units ? It must be the following : (While I'm sure it was an upcoming format for a version which has never been RELEASED) Code:
InitialPayload = UnitName # +UnitName #
; or :
InitialPayload = UnitName # &UnitName #
Edited by user Wednesday, March 14, 2018 10:09:39 PM(UTC)
| Reason: Not Specified by the UNKNOWN EDITOR ; Should I have used THE befor a Name ? NOP |
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% |
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Originally Posted by: Unknown Editor NO way , then what if someone wants to use more than 2 units ? Code:
InitialPayload = Name Name Name # # #
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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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Got It: Code:
Behavior = TransportContain ModuleTag_05a
PassengersAllowedToFire = Yes
Slots = 1
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;10%
AllowInsideKindOf = INFANTRY
InitialPayload = AmericaInfantryPathfinder 1
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = TransportContain ModuleTag_05b
PassengersAllowedToFire = Yes
Slots = 4
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;10%
AllowInsideKindOf = INFANTRY
InitialPayload = AmericaInfantryMissileDefender 4
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
1 pathfinder and 4 missile defenders in a Humvee. |
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3 users thanked klingondragon for this useful post.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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I was just about to try adding extra modules but got sidetracked by my map problem.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Funny I got this instead.
Behavior = TransportContain ModuleTag_06a PassengersAllowedToFire = Yes Slots = 3 InitialPayload = ChinaInfantryTankHunter2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06b PassengersAllowedToFire = Yes Slots = 3 InitialPayload = Infa_ChinaInfantryMiniGunner2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06c PassengersAllowedToFire = Yes Slots = 4 InitialPayload = Chem_GLAInfantryRebel2 4 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End
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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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Add the transport buttons to the commandset. |
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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CommandSet Infa_ChinaListeningOutpostCommandSet2 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_TransportExit 10 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End
What am I missing?
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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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That commandset doesn't match the screenshot. |
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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.......
Object Infa_ChinaVehicleListeningOutpost2
; *** ART Parameters *** SelectPortrait = NVLOutpost_L ButtonImage = NVLOutpost UpgradeCameo1 = Upgrade_ChinaSubliminalMessaging UpgradeCameo2 = Upgrade_AmericaCompositeArmor UpgradeCameo3 = Upgrade_ChinaNuclearTanks UpgradeCameo4 = Upgrade_GLAJunkRepair
Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes
ExtraPublicBone = IRFX ConditionState = NONE Model = NVLOUTPOST End
ConditionState = REALLYDAMAGED Model = NVLOUTPOST_D End
ConditionState = RUBBLE Model = NVLOUTPOST_D1 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End
Draw = W3DModelDraw ModuleTag_33 OkToChangeModelColor = Yes ConditionState = NONE Model = NVLOUTPOST_B Animation = NVLOUTPOST_B.NVLOUTPOST_B AnimationMode = LOOP TransitionKey = Trans_Deployed End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_BD Animation = NVLOUTPOST_BD.NVLOUTPOST_BD AnimationMode = LOOP TransitionKey = Trans_Deployed_ReallyDamaged End ConditionState = MOVING Model = NVLOUTPOST_A Animation = NVLOUTPOST_A.NVLOUTPOST_A AnimationMode = LOOP TransitionKey = Trans_Moving End ConditionState = REALLYDAMAGED MOVING Model = NVLOUTPOST_AD Animation = NVLOUTPOST_AD.NVLOUTPOST_AD AnimationMode = LOOP TransitionKey = Trans_Moving_ReallyDamaged End
ConditionState = RUBBLE Model = NONE End AliasConditionState = RUBBLE MOVING
;**** PACKING AND UNPACKING MODES *** TransitionState = Trans_Moving Trans_Deployed Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE End TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE End
TransitionState = Trans_Deployed Trans_Moving Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE_BACKWARDS End End
; ***DESIGN parameters *** DisplayName = OBJECT:AssaultListeningOutpost Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;This means, 'how many seats do I occupy in another transport.' WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon2 End
ArmorSet Conditions = None Armor = UpgradedTankArmor DamageFX = TankDamageFX End BuildCost = 4400 BuildTime = 10.0 ;in seconds VisionRange = 500 ShroudClearingRange = 500 Prerequisites Object = AmericaWarFactory2 End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaListeningOutpostCommandSet2
; *** AUDIO Parameters *** VoiceSelect = ListeningOutpostVoiceSelect VoiceMove = ListeningOutpostVoiceMove VoiceGuard = ListeningOutpostVoiceMove VoiceAttack = ListeningOutpostVoiceAttack SoundMoveStart = RadarVanMoveStart SoundMoveStartDamaged = RadarVanMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ListeningOutpostVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = NoSound VoiceUnload = NoSound ; nothing recorded VoiceEnter = ListeningOutpostVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 590 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 600 ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ; PingSound = IRPing ; LoudPingSound = IRPingLoud ; IRParticleSysName = IRDetectSonar ; IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End
Behavior = TransportAIUpdate ModuleTag_99 AutoAcquireEnemiesWhenIdle = No ; let the contained do it for themselves End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 2000 ; msec StealthForbiddenConditions = MOVING RIDERS_ATTACKING FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End
Locomotor = SET_NORMAL ListeningOutpostLocomotor Locomotor = SET_NORMAL_UPGRADED FastListeningOutpostLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 90.0 End Behavior = TransportContain ModuleTag_06a PassengersAllowedToFire = Yes Slots = 3 InitialPayload = ChinaInfantryTankHunter2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06b PassengersAllowedToFire = Yes Slots = 3 InitialPayload = Infa_ChinaInfantryMiniGunner2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06c PassengersAllowedToFire = Yes Slots = 4 InitialPayload = Chem_GLAInfantryRebel2 4 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End
Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1789 FX = INITIAL FX_SupplyTruckExplosionOneFinal OCL = INITIAL OCL_InitialListeningOutpostDebris FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalListeningOutpostDebris End
Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End
Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End
Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End
; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End
Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End
Behavior = PropagandaTowerBehavior ModuleTag_13 Radius = 300 DelayBetweenUpdates = 1000 ; in milliseconds HealPercentEachSecond = 5% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 10% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates AffectsSelf = Yes ; Needs this since Tower is not seperate object for Emperor End
Behavior = MaxHealthUpgrade ModuleTag_14 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 600.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End
Behavior = LocomotorSetUpgrade ModuleTag_15 TriggeredBy = Upgrade_ChinaNuclearTanks End
Behavior = PointDefenseLaserUpdate ModuleTag_16 WeaponTemplate = PaladinPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE SecondaryTargetTypes = INFANTRY ScanRate = 500 ScanRange = 120.0 PredictTargetVelocityFactor = 3.0 End Behavior = AutoHealBehavior ModuleTag_17 HealingAmount = 16 HealingDelay = 125 ; msec TriggeredBy = Upgrade_GLAJunkRepair End
Behavior = AutoHealBehavior ModuleTag_20 HealingAmount = 32 HealingDelay = 125 ; msec Radius = 300.0f StartsActive = Yes KindOf = INFANTRY End Behavior = AutoHealBehavior ModuleTag_21 HealingAmount = 40 HealingDelay = 125 ; msec Radius = 300.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT ;SkipSelfForHealing = Yes End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End
Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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You forgot;
Behavior = TransportContain ModuleTag_06a PassengersAllowedToFire = Yes Slots = 10 InitialPayload = ChinaInfantryTankHunter2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06b PassengersAllowedToFire = Yes Slots = 10 InitialPayload = Infa_ChinaInfantryMiniGunner2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06c PassengersAllowedToFire = Yes Slots = 10 InitialPayload = Chem_GLAInfantryRebel2 4 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes End
Total slots must match for every module.
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