For a campaign mod I'm working on, for realism's sake, I need to create a unit which is a copy of the GLA Angry Mob, only with
no guns in the crowd.
I'm hoping to have one with only rocks and molotov cocktails, and another with only rocks.
From looking at the INI code, it seems that there are animations present for units which are currently equipped with guns to use molotovs instead, but when I try to copy and rename all of them to form the basis of a new unit (InfantryAngryMobNoGunsNexus, then InfantryAngryMobRock01, InfantryAngryMobRock02 and so on), even without touching the animation code, Generals crashes as soon as I try loading a map with this unit's nexus placed in it. Any suggestions?
Quote:Object GLAInfantryAngryMobNexus
;**** ART Parameters **************************
SelectPortrait = SUAngryMob_L
ButtonImage = SUAngryMob
UpgradeCameo1 = Upgrade_GLAArmTheMob
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = None
; Model = AVBomber_B
End
End
;****DESIGN parameters **************************
DisplayName = OBJECT:AngryMobNexus
Side = GLA
RadarPriority = NOT_ON_RADAR
EditorSorting = INFANTRY
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon
Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon
Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
DamageFX = None
End
BuildCost = 800
BuildTime = 15.0 ;in seconds
VisionRange = 150 ; it can scout for the spawn
ShroudClearingRange = 0
Prerequisites
Object = GLABarracks
Object = GLAPalace
End
ExperienceValue = 5 5 5 5 ;Experience point value at each level
IsTrainable = No
CommandSet = GLAInfantryAngryMobCommandSet;
;**** AUDIO Parameters *****************************
VoiceSelect = AngryMobVoiceSelect
VoiceMove = AngryMobVoiceMove
VoiceGuard = AngryMobVoiceMove
VoiceAttack = AngryMobVoiceAttack
SoundMoveStart = NoSound
SoundAmbient = AngryMobAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = AngryMobVoiceCreate
End
;**** ENGINEERING Parameters ******************************
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE
Body = ImmortalBody ModuleTag_02
MaxHealth = 99999.0
InitialHealth = 99999.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
; Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster!
; Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster!
; Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster!
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SpawnBehavior ModuleTag_05
SpawnNumber = 10
SpawnReplaceDelay = 30000 ; 30 seconds
SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin
SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume
SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret
SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top
SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil
ExitByBudding = Yes;!
InitialBurst = 5 ; the first set of 5 will not delay
OneShot = No
AggregateHealth = Yes
SlavesHaveFreeWill = No
End
Behavior = QueueProductionExitUpdate ModuleTag_06
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
ExitDelay = 5000 ; 5 sec
InitialBurst = 5 ; the first set of 5 will not delay
End
Behavior = DestroyDie ModuleTag_07
DeathTypes = ALL
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
For brevity's sake, I didn't copy over the code for the individual members of the Angry Mob. All I tried doing with that code was renaming the mob units, but the ones in bold above equipped with pistols have commented-out animation code for throwing molotovs. I assume all I'd need to do once I get past this first step is un-comment that code and, potentially, change their WeaponsSets from molotovs to rocks.
Edited by user Thursday, July 20, 2017 11:43:22 PM(UTC)
| Reason: Not specified