Hello everyone.
 i'v been trying to make the overlord tank to be able to have 2 upgrades at once (turret and bunker)
but i cant make it work ,if the bunker applied first then the turret wont work and if the turret applies first then the bunker wont work.
i'v tried using  (AddModule draw) and (Behavior = TransportContain) to try to merge the bunker with either the tank it self or the turret upgrade (Object ChinaTankOverlordGattlingCannon) and it still same issue the turret will apply first and bunker module wont show or work 
here is my ini the highlighted text is the one i edited
Overlord Tank ini
Object ChinaTankOverlord
  ; *** ART Parameters ***
  SelectPortrait         = SNOverlord_L
  ButtonImage            = SNOverlord
  
  UpgradeCameo1 = Upgrade_ChinaUraniumShells
  UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker
  UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon
  UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
  
  
  Draw = W3DOverlordTankDraw ModuleTag_01
    ConditionState        = NONE
      Model               = NVOvrlrd
      Animation           = NVOvrlrd.NVOvrlrd
      AnimationMode       = LOOP
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY Muzzle
    End
    ConditionState        = REALLYDAMAGED
      Model               = NVOvrlrd_d
      Animation           = NVOvrlrd_d.NVOvrlrd_d
      AnimationMode       = LOOP
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState        = RUBBLE
      Model               = NVOvrlrd_d
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    TrackMarks           = EXTnkTrack.tga
    OkToChangeModelColor = Yes
    TreadAnimationRate = 2.0;  amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
  End
  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Overlord
  Side                = China
  EditorSorting       = VEHICLE
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions        = None 
    Weapon            = PRIMARY OverlordTankGun
  End
  WeaponSet
    Conditions        = PLAYER_UPGRADE
    Weapon            = PRIMARY OverlordTankGun
    Weapon            = SECONDARY Lazr_PatriotMissileAssistWeapon ;Dummy weapon that allows manual targeting of air units outside range
                                                              ;gattling cannon upgrade has been made.
  End
  ArmorSet
    Conditions        = None
    Armor             = TankArmor
    DamageFX          = TankDamageFX
  End
  BuildCost       = 2000
  BuildTime       = 20.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 200
  Prerequisites
    Object = ChinaWarFactory
    Object = ChinaPropagandaCenter
  End
  ExperienceValue = 200 200 400 600   ;Experience point value at each level
  ExperienceRequired = 0 400 600 1200  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = ChinaTankOverlordDefaultCommandSet
  ; *** AUDIO Parameters ***
  VoiceSelect = OverlordTankVoiceSelect
  SoundMoveStart = OverlordTankMoveStart
  SoundMoveStartDamaged = OverlordTankMoveStart
  VoiceMove = OverlordTankVoiceMove
  VoiceGuard = OverlordTankVoiceMove
  VoiceAttack = OverlordTankVoiceAttack
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = OverlordTankVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = OverlordTankTurretMoveLoop
    VoiceCrush = OverlordTankVoiceCrush
    VoiceEnter = OverlordTankVoiceMove
    VoiceUnload     = OverlordTankVoiceUnload
  End
 ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
  
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 1100.0
    InitialHealth   = 1100.0
    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 2200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 60 ;30 ;15   // turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL OverlordLocomotor
  Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
    DeathWeapon   = NuclearTankDeathWeapon
    StartsActive  = No                        ; turned on by upgrade
    TriggeredBy   = Upgrade_ChinaNuclearTanks
  End
  Behavior = LocomotorSetUpgrade ModuleTag_05
    TriggeredBy = Upgrade_ChinaNuclearTanks
  End
  Behavior = OverlordContain ModuleTag_Bunker ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 
    Slots                 = 1
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PayloadTemplateName = ChinaTankOverlordBattleBunker
    PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
    ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
  End
  Behavior = OverlordContain ModuleTag_Turret ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 
    Slots                 = 1
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PayloadTemplateName = ChinaTankOverlordGattlingCannon
    PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
    ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_OverlordGattlingCannon
    TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
  End
  Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
    TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_OverlordPropagandaTower
    TriggeredBy   = Upgrade_ChinaOverlordPropagandaTower
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = ObjectCreationUpgrade ModuleTag_09
    UpgradeObject = OCL_OverlordBattleBunker
    TriggeredBy   = Upgrade_ChinaOverlordBattleBunker
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = ChinaTankOverlordBattleBunkerCommandSet
    TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = ChinaTankOverlordPropagandaTowerCommandSet
    TriggeredBy   = Upgrade_ChinaOverlordPropagandaTower
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = CommandSetUpgrade ModuleTag_13
    CommandSet = ChinaTankOverlordBattleBunkerCommandSet
    TriggeredBy   = Upgrade_ChinaOverlordBattleBunker
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
  End
  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 50.0
  End
  ; Smoke for a bit then explode
;  Behavior = SlowDeathBehavior
;;    ProbabilityModifier = 25
;    DestructionDelay = 1500
;    DestructionDelayVariance = 500
;    FX  = INITIAL   FX_OverlordSmoke
;    OCL = FINAL     OCL_ChinaTankOverlordDebris
;    FX  = FINAL     FX_GenericTankDeathExplosion
;  End
  
  ; Catch fire, and explode death
;  Behavior = SlowDeathBehavior
;;    ProbabilityModifier = 25
;    DestructionDelay = 2000
;    DestructionDelayVariance = 300
;    FX  = INITIAL  FX_CrusaderCatchFire
;    OCL = FINAL    OCL_ChinaTankOverlordDebris
;    FX  = FINAL    FX_GenericTankDeathExplosion 
;  End
  ; Just explode death
  Behavior = SlowDeathBehavior ModuleTag_16
    ProbabilityModifier = 25
    DestructionDelay = 200
    DestructionDelayVariance = 100
    OCL = FINAL    OCL_ChinaTankOverlordDebris
    FX  = FINAL    FX_OverlordExplosionOneFinal
  End
  Behavior = CreateCrateDie ModuleTag_17
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End
  Behavior = TransitionDamageFX ModuleTag_18
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
  End
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  Geometry = BOX
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 13.0
  GeometryHeight = 15.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME     
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
End
Gatling gun upgrade
Object ChinaTankOverlordGattlingCannon
  ; *** ART Parameters ***
  SelectPortrait         = SNGatTower_L
  ButtonImage            = SNGatTower
  
  ;UpgradeCameo1 = Upgrade_Nationalism
  UpgradeCameo1 = Upgrade_ChinaUraniumShells
  UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  ;UpgradeCameo4 = NONE
  UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
  
  
 
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = FIREPOINT01
 
    DefaultConditionState
      Model             = ABLaserTrt
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      ;WeaponLaunchBone  = PRIMARY   WeaponA
      ;WeaponLaunchBone  = SECONDARY WeaponA
      ;WeaponLaunchBone  = TERTIARY  WeaponA
      ;WeaponFireFXBone  = PRIMARY   WeaponA
      ;WeaponFireFXBone  = SECONDARY WeaponA
      ;WeaponFireFXBone  = TERTIARY  WeaponA
    End
    ConditionState = REALLYDAMAGED
      Model         = ABLaserTrt
      Turret            = TURRET01
      TurretPitch       = TURRETEL
      WeaponLaunchBone  = PRIMARY   WeaponA
      WeaponLaunchBone  = SECONDARY WeaponA
      WeaponLaunchBone  = TERTIARY  WeaponA
      WeaponFireFXBone  = PRIMARY   WeaponA
      WeaponFireFXBone  = SECONDARY WeaponA
      WeaponFireFXBone  = TERTIARY  WeaponA
    End
  End
  ; ***DESIGN parameters ***
  Side             = China
  EditorSorting    = SYSTEM
  TransportSlotCount = 1
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     Lazr_PatriotMissileAssistWeapon
    Weapon              = SECONDARY   Lazr_PatriotMissileAssistWeapon
    Weapon              = TERTIARY    Lazr_PatriotMissileAssistWeapon
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_AI FROM_SCRIPT
    AutoChooseSources   = SECONDARY   NONE
    AutoChooseSources   = TERTIARY    FROM_PLAYER FROM_AI FROM_SCRIPT  
    PreferredAgainst    = PRIMARY     VEHICLE INFANTRY
    PreferredAgainst    = SECONDARY   BALLISTIC_MISSILE AIRCRAFT
    PreferredAgainst    = TERTIARY    BALLISTIC_MISSILE AIRCRAFT
    ShareWeaponReloadTime = Yes
  End
  
  ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor ; We can't be hurt on the field.  We share damage from the Overlord with his damage module
  End
  VisionRange     = 200
  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound ;TurretMoveLoop
    VoiceRapidFire  = NoSound
  End
  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
    Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY SECONDARY
      TurretTurnRate      = 180   // turn rate, in degrees per sec
      TurretPitchRate     = 180
      AllowsPitch         = Yes
      NaturalTurretPitch  = 0
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End
  Behavior             = DestroyDie ModuleTag_04
    ;nothing
  End
  Behavior = StealthDetectorUpdate ModuleTag_06
    DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = ??? ;   Defaults to VisionRange
    CanDetectWhileContained   = Yes
  End
  Geometry            = BOX
  GeometryMajorRadius = 8.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 9.0
  GeometryIsSmall     = No      
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
 Scale = 0.5
End
Add module that i tried using
 AddModule
  Draw                    = W3DDependencyModelDraw ModuleTag_07
    OkToChangeModelColor  = Yes
    AttachToBoneInContainer = FIREPOINT01
    ConditionState = NONE
      Model         = NVOvrlrd_B
    End
    ConditionState = REALLYDAMAGED
      Model         = NVOvrlrd_BD
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Flame01 SmolderingFire
      ParticleSysBone = Flame01 SmolderingFlameCore
      ParticleSysBone = Spark01 LiveWireSparks
    End
    ; night
    ConditionState = NIGHT
      Model         = NVOvrlrd_B
    End 
    ConditionState = NIGHT REALLYDAMAGED
      Model         = NVOvrlrd_BD
      ParticleSysBone = Smoke01 SmolderingSmoke
      ParticleSysBone = Smoke02 SmolderingSmoke
      ParticleSysBone = Flame01 SmolderingFire
      ParticleSysBone = Flame01 SmolderingFlameCore
      ParticleSysBone = Spark01 LiveWireSparks
    End
    AliasConditionState = RUBBLE
  End
  PlacementViewAngle = -45
 End
i think that the issue is with (FIREPOINT01) bone
i'v been trying to make it work for the past 4 hours with different combinations yet still nothing.
Edited by user Monday, September 21, 2020 2:04:09 PM(UTC)
 | Reason: Not specified