PrivateJoined: 3/21/2009(UTC) Posts: 8
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I found the "QuantityModifier = " line in the Chinese Barracks code, that allows 2 Red Guard to appear after clicking ONCE on the Red Guard button. How do I make this work for a Chinese War Factory? Code:
Behavior = ProductionUpdate ModuleTag_XX
QuantityModifier = ChinaTankBattlemaster 2
End
Edited by user Saturday, June 13, 2009 3:16:10 PM(UTC)
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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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CommieDog: Because someone has to do your dirty work for you |
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Why are you asking us instead of trying it out for yourself? |
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. |
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GeneralJoined: 12/11/2007(UTC) Posts: 1,622 Location: CA, USA
Was thanked: 16 time(s) in 15 post(s)
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I agree, let us know how you do with it.
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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The problem likely lies with creating a new ProductionUpdate when it already has one. Remove the one that you added & change the original one from: Code: Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 1
DoorOpeningTime = 4000 ;in mSeconds
DoorWaitOpenTime = 2000 ;in mSeconds
DoorCloseTime = 5000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
into this: Code: Behavior = ProductionUpdate ModuleTag_12
QuantityModifier = ChinaTankBattleMaster 2
NumDoorAnimations = 1
DoorOpeningTime = 4000 ;in mSeconds
DoorWaitOpenTime = 2000 ;in mSeconds
DoorCloseTime = 5000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
This worked fine on my computer. Edited by user Monday, June 15, 2009 8:10:36 AM(UTC)
| Reason: Removed response to deleted post |
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. |
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PrivateJoined: 3/21/2009(UTC) Posts: 8
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I've finally got it to work. I am using the following lines to release 2 Battlemasters at one time: Code:
Behavior = ProductionUpdate ModuleTag_12
QuantityModifier = ChinaTankBattleMaster 2
NumDoorAnimations = 2 ;the number must be at least 2 in order for QuantityModifier to work.
DoorOpeningTime = 4000
DoorWaitOpenTime = 2000
DoorCloseTime = 5000
ConstructionCompleteDuration = 1500
End
Edited by user Sunday, June 14, 2009 3:12:05 PM(UTC)
| Reason: Not specified
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Guest
Joined: 7/31/2008(UTC) Posts: 563
Was thanked: 1 time(s) in 1 post(s)
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Doesn't the use of the QuantityModifier cause problems when two units are created on top of each other? Surely if you were to change the number to anything higher than 2 they would get stuck ontop of each other or jammed in the factory?
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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The way Generals works, not much can get stuck. Units can go through each other, but try to avoid it.
I'll never understand why he thought that setting NumDoorAnimations to 2 would make any difference. It's pure superstition. The war factory doesn't have two doors to animate and the code works fine without the pointless change. |
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. |
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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Sky Demon wrote:Doesn't the use of the QuantityModifier cause problems when two units are created on top of each other? Surely if you were to change the number to anything higher than 2 they would get stuck ontop of each other or jammed in the factory? The China Barracks's ProductionUpdate module has a ExitDelay= flag that is commented to indicate that it helps with the multiple Red Guards. If it was that big of an issue, I suppose you could use it. |
CommieDog: Because someone has to do your dirty work for you |
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PrivateJoined: 10/26/2006(UTC) Posts: 15
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Originally Posted by: Annihilationzh  The problem likely lies with creating a new ProductionUpdate when it already has one. Remove the one that you added & change the original one from: Code: Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 1
DoorOpeningTime = 4000 ;in mSeconds
DoorWaitOpenTime = 2000 ;in mSeconds
DoorCloseTime = 5000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
into this: Code: Behavior = ProductionUpdate ModuleTag_12
QuantityModifier = ChinaTankBattleMaster 2
NumDoorAnimations = 1
DoorOpeningTime = 4000 ;in mSeconds
DoorWaitOpenTime = 2000 ;in mSeconds
DoorCloseTime = 5000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
This worked fine on my computer. This fixed it for me as well. I was able to get two Humvees as the Air Force General.
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