Initially, I thought this was a really tough problem...
...then I remembered.
Try this (not tested):
[code]Object Demo_GLAInfantryTunnelDefender
WeaponSet
Conditions = None
Weapon = PRIMARY DEMO_SCUDLauncherGunExplosivePlusTwo
Weapon = SECONDARY DemoTunnelDefenderRocketWeapon
Weapon = TERTIARY TerroristSuicideNotARealWeapon
PreferredAgainst = PRIMARY INFANTRY VEHICLE STRUCTURE
PreferredAgainst = SECONDARY AIRCRAFT
AutoChooseSources = SECONDARY NONE
AutoChooseSources = TERTIARY NONE
End
ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
Turret
TurretTurnRate = 60 ; turn rate, in degrees per sec
TurretPitchRate = 60
FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY
End
End
End
Locomotor = SET_NORMAL MissileDefenderLocomotor
End[/code]
First of all, it's not a good idea to have two AI modules, so replacing works better than adding. Secondly, the Locomotor is directly linked to the AI. If you change the AI in any way, you lose the locomotor. That would explain why he's not moving.
Then it's just a case of hoping that there isn't anything else wrong with it.
Edited by user Sunday, July 11, 2010 3:43:18 PM(UTC)
| Reason: Not specified