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Offline lechibaw  
#1 Posted : Sunday, December 3, 2017 10:46:18 AM(UTC)
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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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Offline Zatsupachi  
#2 Posted : Sunday, December 3, 2017 12:40:08 PM(UTC)
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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

"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 3 users thanked Zatsupachi for this useful post.
AdrianeMapMaker on 12/4/2017(UTC), Unknown Editor on 12/4/2017(UTC), CommieDog on 3/13/2018(UTC)
Offline Jundiyy  
#3 Posted : Saturday, December 9, 2017 3:16:22 AM(UTC)
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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
Offline Annihilationzh  
#4 Posted : Saturday, December 9, 2017 11:39:24 AM(UTC)
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Originally Posted by: Zatsupachi Go to Quoted Post
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 Go to Quoted Post
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

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 zzc  
#5 Posted : Monday, March 12, 2018 8:21:24 PM(UTC)
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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.
Offline klingondragon  
#6 Posted : Tuesday, March 13, 2018 7:32:55 AM(UTC)
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I'd try without the comma.
Code:
InitialPayload = Name # Name #
pretty sure I saw this somewhere before.
Offline zzc  
#7 Posted : Tuesday, March 13, 2018 7:51:30 AM(UTC)
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Nope that didnt work, only processed the 1st entry.
Offline SkyMix_RMT  
#8 Posted : Tuesday, March 13, 2018 10:33:30 AM(UTC)
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Maybe try with ":", ";", "_", or "-".
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Offline Zatsupachi  
#9 Posted : Tuesday, March 13, 2018 3:43:05 PM(UTC)
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None of that will work. InitialPayload is literally just the object entry and integer.
"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 SkyMix_RMT  
#10 Posted : Tuesday, March 13, 2018 4:32:10 PM(UTC)
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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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Offline Unknown Editor  
#11 Posted : Wednesday, March 14, 2018 10:08:07 PM(UTC)
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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 #


Big Smile

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

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Offline SkyMix_RMT  
#12 Posted : Thursday, March 15, 2018 4:18:33 AM(UTC)
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Originally Posted by: Unknown Editor Go to Quoted Post
NO way , then what if someone wants to use more than 2 units ?


Code:

InitialPayload = Name Name Name # # #



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Offline klingondragon  
#13 Posted : Thursday, March 15, 2018 8:35:20 PM(UTC)
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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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Offline zzc  
#14 Posted : Thursday, March 15, 2018 9:25:51 PM(UTC)
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I was just about to try adding extra modules but got sidetracked by my map problem.
Offline zzc  
#15 Posted : Friday, March 16, 2018 5:15:23 AM(UTC)
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not as expected

Funny I got this instead.

Offline klingondragon  
#16 Posted : Friday, March 16, 2018 5:31:27 AM(UTC)
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Add the transport buttons to the commandset.
Offline zzc  
#17 Posted : Friday, March 16, 2018 6:35:44 AM(UTC)
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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?
Offline klingondragon  
#18 Posted : Friday, March 16, 2018 7:20:27 AM(UTC)
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That commandset doesn't match the screenshot.
Offline zzc  
#19 Posted : Friday, March 16, 2018 7:28:56 AM(UTC)
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.......

Offline zzc  
#20 Posted : Friday, March 16, 2018 7:33:46 AM(UTC)
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You forgot;



Total slots must match for every module.Big Smile
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