Quote:1. Is it possible to make a unit lose stealth when damaged below a threshold (to simulate the loss of stealth coating)? I tried looking in the ModuleList file, but it doesn't specify what's "status bit types" or "object condition types".
I don't want to say no, because it might be possible with a convoluted workaround. But there is no simple way to do it.
All the kindofs, statusbits, et al are at the bottom of the file.
Quote:2. I tried adding the following ECM behavior to (vanilla China's) ChinaTankOverlordPropagandaTower, but it doesn't work:
I would guess that's because it's technically garrisoned inside the overlord, but I'm not sure.
In world builder you can place an overlord propaganda tower on the floor by itself. You could see if it works there.
Quote:3. Can I really put *anything* in "ModuleTag_xx"? Like "ModuleTag_Stealth", or "ModuleTag_PropTower"? I wouldn't need to double check the numbers if I just put names on the modules I add.
Pretty much. MT_PropTower or even just MTPT would work. I'm not sure about really extreme stuff like obscure unicode characters.
Quote:4. Is there a way to change a weapon into having 2 components? E.g. if I want to add a pistol sidearm to rocket guys and could modify the rocket weapon, I'd need quite a bit less edits than if I went into all 12 factions.
You mean like a two-in-one weapon? You can try but I'm not sure you'd be able to get the pistol to actually look like bullets. The missile would be doing the bullet damage.
Quote:5. How important are KindOf tags? So far I haven't bothered adding any.
They have various effects. The MOAB plane has kindofs to prevent it from being clicked. Heroes have a kindof to give them a minimap pip. DRONE makes them immune to neutron.
Some of them are only there so they can be identified by other units. Like the bunker needs to know that tanks aren't allowed inside; toxin pools need to only be targeted by cleanup; and it would be awkward if a nuke got shot by an avenger.