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lechibaw Offline
#1 Posted : Sunday, December 3, 2017 10:46:18 AM(UTC)
lechibaw
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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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Zatsupachi Offline
#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!
 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)
Jundiyy Offline
#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
Annihilationzh Offline
#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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Rrtaya_tsamsiyu on 12/11/2017(UTC)
zzc Offline
#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.
KlingonDragon Offline
#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.
zzc Offline
#7 Posted : Tuesday, March 13, 2018 7:51:30 AM(UTC)
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Nope that didnt work, only processed the 1st entry.
SkyMix_RMT Offline
#8 Posted : Tuesday, March 13, 2018 10:33:30 AM(UTC)
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Maybe try with ":", ";", "_", or "-".
Operation Kihill Beach V2 Released!
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Zatsupachi Offline
#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!
SkyMix_RMT Offline
#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

Operation Kihill Beach V2 Released!
Download it here:
http://www.mediafire.com/file/q9ac32nklaghnhd/

Have fun!
Unknown Editor Offline
#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

Asking is Not a Problem , Problem is Not to Know Something .

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SkyMix_RMT Offline
#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 # # #



Operation Kihill Beach V2 Released!
Download it here:
http://www.mediafire.com/file/q9ac32nklaghnhd/

Have fun!
KlingonDragon Offline
#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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zzc Offline
#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.
zzc Offline
#15 Posted : Friday, March 16, 2018 5:15:23 AM(UTC)
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not as expected

Funny I got this instead.

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

zzc Offline
#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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