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Offline TerrorScripter  
#1 Posted : Thursday, July 12, 2012 7:41:18 AM(UTC)
TerrorScripter
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Hi there!
I have found alot of useful scripts here by looking in the forums, so I decided to join!
And if this is the wrong part of the forum to post it in, I'm sorry.

Now to my problem, I'm making a generals challenge where you battle against Mohmar 'Deathstrike'.
I'm new to this with altering structures in the map.ini, but as far as I have understodd I just need to copy the piece of code of 'Object GC_Chem_GLATunnelNetwork' from 'GC_Chem_GLABuildings.ini' into 'map.ini' to begin to alter it in my challenge. Since Mohmar 'Deathstrike' uses the combined powers of his three generals together, I want to alter the 'Object GC_Chem_GLATunnelNetwork' to be able to get the Camo Netting upgrade. So I added this to 'Object GC_Chem_GLATunnelNetwork' in my 'map.ini':

UpgradeCameoX = Upgrade_GLACamoNetting (I wrote X because I don't remember number)

and this:

Behavior = StealthUpdate ModuleTag_13
StealthDelay = 2500 ; msec
StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE
MoveThresholdSpeed = 3
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = StealthUpgrade ModuleTag_14
TriggeredBy = Upgrade_GLACamoNetting
End
Behavior = ProductionUpdate ModuleTag_15
End


Now is this correct, or am I completely wrong here? When I try to start the game it crashes. I Will upload the 'map.ini' too. Help appreciated!

PS: I've also altered the GLACommandCenter, GC_Chem_GLAStingerSite, GC_Chem_InfantryRebel and GC_Chem_InfantryRebel.
File Attachment(s):
map.zip (13kb) downloaded 104 time(s).
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Offline Annihilationzh  
#2 Posted : Thursday, July 12, 2012 10:17:12 AM(UTC)
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Map.inis are all about modifying what's already there. You can't specify modules without also stating that you're adding/replacing. You also don't need to have any code in a Map.ini that you're not changing, such as an unchanged weaponset.

This should do it:

Code:
Object GC_Chem_GLATunnelNetwork
  UpgradeCameo2 = Upgrade_GLACamoNetting
 AddModule ModuleTag_slth_Override
  Behavior = StealthUpdate ModuleTag_slth
   StealthDelay = 2500 ; msec
   StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE
   MoveThresholdSpeed = 3
   InnateStealth = No ;Requires upgrade first
   OrderIdleEnemiesToAttackMeUponReveal = Yes
  End
 End
 AddModule ModuleTag_slthup_Override
  Behavior = StealthUpgrade ModuleTag_slthup
   TriggeredBy = Upgrade_GLACamoNetting
  End
 End
 AddModule ModuleTag_prod_Override
  Behavior = ProductionUpdate ModuleTag_prod
  End
 End
End


I'd like to add a disclaimer. I don't make Map.inis very often, so I might have forgotten something.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
thanks 2 users thanked Annihilationzh for this useful post.
TerrorScripter on 7/12/2012(UTC), CommieDog on 7/12/2012(UTC)
Offline TerrorScripter  
#3 Posted : Thursday, July 12, 2012 2:08:29 PM(UTC)
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Wow, thank you! That really made it work! But there are more things that I want to override, such as the demolition/suicide ability to all of GC_Chem units and base defenses, how do I know what module to use? Is there some ini file or something that I can open to learn/read about that?
Offline Annihilationzh  
#4 Posted : Thursday, July 12, 2012 4:43:37 PM(UTC)
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The only way to learn is to observe the game's INI files and practice.

Also applicable to this topic is my Map.ini tutorial:

http://www.cnclabs.com/f...0478_Map-ini-basics.aspx
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
thanks 1 user thanked Annihilationzh for this useful post.
TerrorScripter on 7/12/2012(UTC)
Offline TerrorScripter  
#5 Posted : Thursday, July 12, 2012 6:15:14 PM(UTC)
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Okay, I'll read it through. Thank you once again :)
Offline TerrorScripter  
#6 Posted : Saturday, July 14, 2012 3:29:22 AM(UTC)
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Okay, once again I have tried to add something from one general to another one. This time I tried to transfer the demolitions ability to the 'GC_Chem_GLATankScorpion'. I added this into my map.ini but it doesn't seem to work. What am I doing wrong here? I basically copied the piece of code that you posted in post#2. Then I switched the UpgradeCameo, modulenames and behaviours. In this post: http://www.cnclabs.com/f...ng-in-zh.aspx#post124435
You write that you can use any name for the moduletag that you want. But I still don't get this with modules, how do I know if what I have written is right if there isn't a certain name for the module I need to get the wanted action ingame? For example I have written 'Behavior = DemolitionUpdate ModuleTag_demol'. Is it OK if I call it 'DemolitionUpdate' and *ModuleTag_demol'? There isn't a specific name for the Update nor for the ModuleTag?
When you wrote these codelines in post#2:
AddModule ModuleTag_slth_Override
Behavior = StealthUpdate ModuleTag_slth
AddModule ModuleTag_slthup_Override
Behavior = StealthUpgrade ModuleTag_slthup
AddModule ModuleTag_prod_Override
Behavior = ProductionUpdate ModuleTag_prod

1. Was it something that you just randomly named or did you find for example 'StealthUpdate ModuleTag_slth' in an ini file or somewhere else?
2. Do you always need to include 'ModuleTag_prod' and 'ProductionUpdate ModuleTag_prod' or could I name it like 'pig* instead of 'prod'? Would it still be working the same as if 'prod' was written?
3. Is 'ModuleTagprod_Override' and 'ProductionUpdate ModuleTag_prod' only required when you're editing buildings or is it required when you edit both buildings and units?

4. I think that the suicideattack used by Demo Generals units is 'TertiarySuicide'. Does this mean I would have to add the 'TertiarySuicide'lines from a unit in 'DemoGeneral' ini folder, in the [parameters] field underneath 'AddModule' and 'Behaviour'? I'm a bit confused :S



Code:
Object GC_Chem_GLATankScorpion
UpgradeCameo5 = Demo_Upgrade_SuicideBomb  
AddModule ModuleTag_demol_Override
Behavior = DemolitionUpdate ModuleTag_demol
End
End
AddModule ModuleTag_demolup_Override
Behavior = DemolUpgrade ModuleTag_demolup
TriggeredBy = Demo_Upgrade_SuicideBomb
End
End
AddModule ModuleTag_prod_Override
Behavior = ProductionUpdate ModuleTag_prod
End
End
End

Edited by user Saturday, July 14, 2012 3:47:55 AM(UTC)  | Reason: Not specified

Offline Annihilationzh  
#7 Posted : Saturday, July 14, 2012 3:55:21 AM(UTC)
Annihilationzh
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Quote:
Was it something that you just randomly named or did you find for example 'StealthUpdate ModuleTag_slth' in an ini file or somewhere else? Do you always need to include 'ModuleTag_prod' and 'ProductionUpdate ModuleTag_prod' or could I name it like 'pig* instead of 'prod'? Would it still be working the same as if 'prod' was written? I'm a bit confused :S


The ModuleTag makes no difference whatsoever. It's simply a unique ID; I.E. You'll create bugs if you make two with the same ModuleTag. You could make it ModuleTag_prod, ModuleFred_1 MobileTag_2353 or anything you want, really. Just be careful using punctuation.

The module itself can be looked up in the INI files. For example, from Demo's rebel:

Code:
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY GLARebelMachineGun
    Weapon = SECONDARY None
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag998 
    DeathWeapon   = Demo_SuicideDynamitePackPlusFire
    StartsActive  = No
    TriggeredBy   = Demo_Upgrade_SuicideBomb
    DeathTypes = NONE +SUICIDED 
  End;

  Behavior = FireWeaponWhenDeadBehavior ModuleTag999
    DeathWeapon   = Demo_DestroyedWeapon
    StartsActive  = No
    TriggeredBy   = Demo_Upgrade_SuicideBomb
    DeathTypes = ALL -SUICIDED
  End

  Behavior = CommandSetUpgrade ModuleTag_25
    CommandSet = Demo_GLAInfantryRebelCommandSetUpgrade
    TriggeredBy = Demo_Upgrade_SuicideBomb
  End


Quote:
3. Is 'ModuleTagprod_Override' and 'ProductionUpdate ModuleTag_prod' only required when you're editing buildings or is it required when you edit both buildings and units? I'm a bit confused :S

There's no difference between buildings and units.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline TerrorScripter  
#8 Posted : Saturday, July 14, 2012 5:05:07 AM(UTC)
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Okay, so when you say "The module itself can be looked up in the INI files", do you mean that all that code you copied is just one module?

I added this to my ini file and it still didn't work. I took the Weaponset for Tertiary from DemoGenerals Object Demo_GLATankScorpion.


EDIT: So if I would like the GC toxin rebel to get this suicide upgrade, I would just add the whole code that you posted and not edit it a bit, except that I would delete?
Weapon = PRIMARY GLARebelMachineGun
Weapon = SECONDARY None

Code:
Object GC_Chem_GLATankScorpion
UpgradeCameo5 = Demo_Upgrade_SuicideBomb
End
WeaponSet
Conditions = None 
Weapon = TERTIARY TerroristSuicideNotARealWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE 
Weapon = TERTIARY TerroristSuicideNotARealWeapon
AutoChooseSources = TERTIARY NONE
End
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon   = Demo_SuicideDynamitePackPlusFire
StartsActive  = No
TriggeredBy   = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED 
End;
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol2
DeathWeapon   = Demo_DestroyedWeapon
StartsActive  = No
TriggeredBy   = Demo_Upgrade_SuicideBomb
DeathTypes = ALL -SUICIDED
End
Behavior = CommandSetUpgrade ModuleTag_demolup
CommandSet = GC_Chem_GLATankScorpionCommandSetUpgrade
TriggeredBy = Demo_Upgrade_SuicideBomb
End
End

Edited by user Saturday, July 14, 2012 5:21:25 AM(UTC)  | Reason: Not specified

Offline Annihilationzh  
#9 Posted : Saturday, July 14, 2012 8:19:22 AM(UTC)
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Code:
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End

Ok, this is an independant Module. To use it in a Map.ini, we need to put this at the start:

Code:
AddModule ModuleTagdemol_Override


And this at the end:

Code:
End


So we end up with this:

Code:

AddModule ModuleTagdemol_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End
End


Obviously, this is meaningless by itself, so we specify which unit we're modifying like this:

Code:
Object GC_Chem_GLATankScorpion
//...
End


And we get this:

Code:
Object GC_Chem_GLATankScorpion
AddModule ModuleTagdemol_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End
End
End


Next, we want to add another module, so we end up with this:

Code:
Object GC_Chem_GLATankScorpion
AddModule ModuleTagdemol_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End
End
AddModule ModuleTagdemol2_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol2
DeathWeapon = Demo_DestroyedWeapon
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = ALL -SUICIDED
End
End
End


Then with another module, we get this:

Code:
Object GC_Chem_GLATankScorpion
AddModule ModuleTagdemol_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End
End
AddModule ModuleTagdemol2_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol2
DeathWeapon = Demo_DestroyedWeapon
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = ALL -SUICIDED
End
End
AddModule ModuleTag_demolup_Override
Behavior = CommandSetUpgrade ModuleTag_demolup
CommandSet = GC_Chem_GLATankScorpionCommandSetUpgrade
TriggeredBy = Demo_Upgrade_SuicideBomb
End
End
End


Now the weaponset and cameos are not modules, so they don't need any of this special treatment, and can be added normally.

Code:
Object GC_Chem_GLATankScorpion
UpgradeCameo5 = Demo_Upgrade_SuicideBomb
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY None
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY ScorpionMissileWeapon
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
    AutoChooseSources = TERTIARY NONE
  End
AddModule ModuleTagdemol_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End
End
AddModule ModuleTagdemol2_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol2
DeathWeapon = Demo_DestroyedWeapon
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = ALL -SUICIDED
End
End
AddModule ModuleTag_demolup_Override
Behavior = CommandSetUpgrade ModuleTag_demolup
CommandSet = GC_Chem_GLATankScorpionCommandSetUpgrade
TriggeredBy = Demo_Upgrade_SuicideBomb
End
End
End


That's my best attempt at explaining it.

Edited by user Saturday, July 14, 2012 8:20:20 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.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
thanks 3 users thanked Annihilationzh for this useful post.
CommieDog on 7/14/2012(UTC), TerrorScripter on 7/15/2012(UTC), UTD^Force on 8/4/2014(UTC)
Offline TerrorScripter  
#10 Posted : Saturday, July 14, 2012 10:10:13 AM(UTC)
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Posts: 15
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Alright, that made it work. I was pretty close to it earlier, I had added the weaponsets but deleted it in the last minute because I thought it was wrong. I must have had too much/less End's.
But that was a really good explanation. Now I understand and know what to look after, that wasn't really clear to me. Perhaps you should post that in a sticker? Really helpful.
Also, thanks a lot for your efforts on explaining and helping! You're the best!

Edited by user Saturday, July 14, 2012 10:12:27 AM(UTC)  | Reason: Not specified

Offline TerrorScripter  
#11 Posted : Monday, July 16, 2012 5:40:04 PM(UTC)
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Okay, now I've got another problem. I will take the GLATankScorpion as an example. I added the suicide command and it works, it explodes on death, but when I buy the upgrade 'Demolitions Ability' the other commandbuttons disappear (Stop, Guard and Attack Move). Also, when I added the commandbutton to use the suicide ability to the scorpion, it appeared but couldn't be used.
I only added it in the worldbuilder scripts so perhaps there is a way to add it in the map.ini?
Anyway, here's the code for the scorpion:

(Tried to add Demo_GLATankScorpionCommandSetUpgrade, didn't work)
(Added UpgradeCameo6 = Demo_Upgrade_SuicideBomb, game crashed)
Code:
Object GLATankScorpion
UpgradeCameo1 = Upgrade_GLAScorpionRocket
UpgradeCameo2 = Upgrade_GLAAPRockets
UpgradeCameo3 = Upgrade_GLAToxinShells
UpgradeCameo4 = Upgrade_GLAJunkRepair
UpgradeCameo5 = Chem_Upgrade_GLAAnthraxGamma
Prerequisites
Object = GC_Slth_GLAArmsDealer
End
WeaponSet
    Conditions = None 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY None
    Weapon = TERTIARY None
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY Chem_ScorpionMissileWeapon
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE 
    Weapon = PRIMARY ScorpionTankGunPlusOne
    Weapon = SECONDARY None
    Weapon = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne
    Weapon = SECONDARY Chem_ScorpionMissileWeapon ; No bonus at Plus One
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO 
    Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
    Weapon = SECONDARY None
    Weapon = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
    Weapon = SECONDARY Chem_ScorpionMissileWeaponPlusTwo
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
AutoChooseSources = TERTIARY NONE
  End
AddModule ModuleTagdemol_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End
End
AddModule ModuleTagdemol2_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTagdemol2
DeathWeapon = Demo_DestroyedWeapon
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = ALL -SUICIDED
End
End
AddModule ModuleTag_demolup_Override
Behavior = CommandSetUpgrade ModuleTag_demolup
CommandSet = GLATankScorpionCommandSetUpgrade 
TriggeredBy = Demo_Upgrade_SuicideBomb
End
End
AddModule ModuleTagslth2_Override
Behavior = StealthUpdate ModuleTag_slth2
StealthDelay                = 2000 ; msec
StealthForbiddenConditions  = FIRING_PRIMARY
HintDetectableConditions    = IS_FIRING_WEAPON 
FriendlyOpacityMin          = 50.0%
FriendlyOpacityMax          = 100.0%
InnateStealth               = No
OrderIdleEnemiesToAttackMeUponReveal  = Yes
End
End
End
Offline Annihilationzh  
#12 Posted : Tuesday, July 17, 2012 4:38:21 AM(UTC)
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GLATankScorpionCommandSetUpgrade doesn't exist, so ModuleTag_demolup needs to use Demo_GLATankScorpionCommandSetUpgrade, which does exist.

Here's the weaponset, directly from demolition general's scorpion:

Code:
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY None
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGun
    Weapon = SECONDARY REDScorpionMissileWeapon
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE 
    Weapon = PRIMARY ScorpionTankGunPlusOne
    Weapon = SECONDARY None
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne
    Weapon = SECONDARY REDScorpionMissileWeapon ; No bonus at Plus One
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO 
    Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
    Weapon = SECONDARY None
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 
    Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
    Weapon = SECONDARY REDScorpionMissileWeaponPlusTwo
    Weapon = TERTIARY TerroristSuicideNotARealWeapon
    AutoChooseSources = TERTIARY NONE
  End


You can read Demogeneral.ini for help with adding explosives to any unit.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
thanks 2 users thanked Annihilationzh for this useful post.
TerrorScripter on 7/17/2012(UTC), UTD^Force on 8/4/2014(UTC)
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