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Sopr Offline
#1 Posted : Sunday, April 12, 2020 1:18:15 PM(UTC)
Sopr
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Please, help. I am new to modding and truing to make a new type of bunker that is build alredy with infantry inside, but I can not find the right parameter that tiggers it. Can some one explain how can that bedone or point in to the right manual or example?
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adrianemapmaker Offline
#2 Posted : Monday, April 13, 2020 4:57:30 AM(UTC)
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uhm never looked at troop crawler codes?
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Sopr Offline
#3 Posted : Monday, April 13, 2020 5:52:41 AM(UTC)
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First thing I did. But the ini file for the side or any of the china generals just show the vehicle parameters and I can not find the code that tells if the vehicle is loaded or empty.
UTD^Force Offline
#4 Posted : Monday, April 13, 2020 8:44:15 PM(UTC)
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There you go, I have not coded anything in a while, so I'm not sure if you need the behaviour 'TransportAIUpdate' or not.

Code:
Object Infa_ChinaVehicleTroopCrawler
  Behavior = TransportAIUpdate ModuleTag_CorrectAI
  End


  Behavior = TransportContain ModuleTag_06
    PassengersAllowedToFire = Yes
    Slots                 = 8
    InitialPayload        = Infa_ChinaInfantryMiniGunner 8
    ScatterNearbyOnExit   = Yes
    HealthRegen%PerSec    = 10
    DamagePercentToUnits  = 50% ;10%
    AllowInsideKindOf     = INFANTRY
    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
    ArmedRidersUpgradeMyWeaponSet = Yes
  End
End
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UTD^Force Offline
#5 Posted : Monday, April 13, 2020 9:20:23 PM(UTC)
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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
<3
The lilacs where the robin built,
And where my brother set
The laburnum on his birthday,
The tree is living yet!

"I rarely have many failures. If I'm baking a cake and it fails, it becomes pudding."

"Sometimes I sit and wonder, "why am I not in a mental asylum?" Then I take a good look at everyone around me and realize, maybe I am."

A flower does not think of competing to the flower next to it. It just blooms.
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