Here is the code for structures, in the example china bunker.
I added the full 'GarrisonContain' behaviour's parameters below the module, I got that from the module list rrtaya uploaded
here.
Code:
Object ChinaBunker
RemoveModule ModuleTag_08
AddModule
Behavior = GarrisonContain ModuleTag_08Override
ContainMax = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
InitialRoster = ChinaInfantryRedguard 3 ;;;;this is the new piece
End
End
End
Full module
GarrisonContain
[Module is hardcoded to use the GarrisonGun object definition for the weapons pointing from the object when occupants are firing and these are drawn at bones named FIREPOINT. Also, It Allows you to use the GARRISONED Model ConditionState]
[NOTE: THE FIREBASE LOGIC IS ONLY FOR ZEROHOUR]
[If The Model has STATIONx (X can range from 1 to a bajillion =P) and the Draw module (AKA W3DModelDraw) has a "ExtraPublicBone = STATIONx <mulitple statements can be made> defined and the garrison module has the "IsEnclosingContainer = No" ]
[The Garrisoned guys will appear at the location of the "STATION" bones...this will work like the Firebase -Requires the HiveStructureBody]
ContainMax = [integer]
EnterSound = [entry from SoundEffects.INI]
ExitSound = [entry from SoundEffects.INI]
DamagePercentToUnits = [percent]
MobileGarrison = [Yes/No]
InitialRoster = [object name integer]
ImmuneToClearBuildingAttacks = [Yes/No]
IsEnclosingContainer = [Yes/No]
HealObjects = [Yes/No]
TimeForFullHeal = [integer, milliseconds]
PassengersAllowedToFire = [Yes/No]
AllowInsideKindOf = [KindOF list]
ForbidInsideKindOf = [KindOf listing]
AllowAlliesInside = [Yes/No]
AllowEnemiesInside = [Yes/No]
AllowNeutralInside = [Yes/No]
End