Some map.ini file I have collected.A lot of good resources got lost because modding sites went down.We gotta keep and preserve the good code.
GLA vanilla Marauder with 3 guns
;-----------------------------------------------------------------------------
;---------------------------Marauder with 3 guns------------------------------
;-----------------------------------------------------------------------------
Object GLATankMarauder
ReplaceModule ModuleTag_01
Draw = W3DTankDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UVMarauder
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End
ConditionState = REALLYDAMAGED
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End
ConditionState = RUBBLE
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End
ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End
ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder
Turret = TurretUp01 TurretUp02
ShowSubObject = TurretUp01 TurretUp02
HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponRecoilBone = SECONDARY BarrelUp02
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponLaunchBone = SECONDARY BarrelUp02MS
End
ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp01 TurretUp02
ShowSubObject = TurretUp01 TurretUp02
HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponRecoilBone = SECONDARY BarrelUp02
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponLaunchBone = SECONDARY BarrelUp02MS
End
ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp01 TurretUp02
ShowSubObject = TurretUp01 TurretUp02
HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
WeaponFireFXBone = SECONDARY BarrelUp02MS
WeaponRecoilBone = SECONDARY BarrelUp02
WeaponMuzzleFlash = SECONDARY BarrelUp02FX
WeaponLaunchBone = SECONDARY BarrelUp02MS
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6
End
End
WeaponSet
Conditions = None
Weapon = PRIMARY MarauderTankGun
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY MarauderTankGunUpgradeOne
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY MarauderTankGunUpgradeTwo
Weapon = SECONDARY MarauderTankGunUpgradeTwo
End
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 480.0
InitialHealth = 480.0
SubdualDamageCap = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
End
End
;-----------------------------------------------------------------------------
;--------------------------- End of Marauder with 3 guns----------------------
;-----------------------------------------------------------------------------
Gla Marauder tank with turning turrret
;-------------------------------------------------------------------
;-------------Gla Marauder tank with turning turrret-----------------
;-------------------------------------------------------------------
Object GLATankMarauder
VisionRange = 150
RemoveModule ModuleTag_03
AddModule
Behavior = AIUpdateInterface ModuleTag_03a
Turret
TurretTurnRate = 180
FiresWhileTurning = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL MarauderLocomotor
RemoveModule ModuleTag_04
AddModule
Behavior = PhysicsBehavior ModuleTag_04a
Mass = 50.0
End
End
End
Object Demo_GLATankMarauder
VisionRange = 150
RemoveModule ModuleTag_03
AddModule
Behavior = AIUpdateInterface ModuleTag_03a
Turret
TurretTurnRate = 180
FiresWhileTurning = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL MarauderLocomotor
RemoveModule ModuleTag_04
AddModule
Behavior = PhysicsBehavior ModuleTag_04a
Mass = 50.0
End
End
End
Object Chem_GLATankMarauder
VisionRange = 150
RemoveModule ModuleTag_03
AddModule
Behavior = AIUpdateInterface ModuleTag_03a
Turret
TurretTurnRate = 180
FiresWhileTurning = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL MarauderLocomotor
RemoveModule ModuleTag_04
AddModule
Behavior = PhysicsBehavior ModuleTag_04a
Mass = 50.0
End
End
End
;-------------------------------------------------------------------
;-----------End of Gla Marauder tank with turning turret------------
;-------------------------------------------------------------------
Ambulance no longer heals vehicles and can hold 4 infantry units
;-----------------------------------------------------------------------------
;---------------------------------Ambulance-----------------------------------
;-----------------------------------------------------------------------------
;Ambulance no longer heals vehicles and can hold 4 infantry units
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
;Changing usa
Object AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
;-----------------------------------------------------------------------------
;Changing Usa air force
Object AirF_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object AirF_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60%) before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
;-----------------------------------------------------------------------------
;Changing usa laser
Object Lazr_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object Lazr_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
;-----------------------------------------------------------------------------
;Changing usa super weapon
Object SupW_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object SupW_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in %) (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
;-----------------------------------------------------------------------------
;----------------------------End of Ambulance---------------------------
;-----------------------------------------------------------------------------
Realistic Microwave Tank - burns, damages your own infantry as well
;//////////////////////////////////////////////////////////////////////////////
;FILE: Weapon.ini (SYSTEM) ////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
Weapon MicrowaveTankEmitterWeaponNEW
PrimaryDamage = 8.0
PrimaryDamageRadius = 100.0
DamageDealtAtSelfPosition = Yes
AttackRange = 100.0
DamageType = MICROWAVE
DeathType = BURNED
WeaponSpeed = 600
FireFX = FX_MicrowaveTankEmitterNEW
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
DelayBetweenShots = 250
End
;-----------------------------------------------------------------------------
;------------------------Realistic Microwave Tank-----------------------------
;-----------------------------------------------------------------------------
;Microwave tank damages own units too
FXList FX_MicrowaveTankEmitterNEW
ParticleSystem
Name = MicrowaveEmitter
UseCallersRadius = Yes
Offset = X:0.0 Y:0.0 Z:1.0
End
End
;-----------------------------------------------------------------------------
Object AmericaTankMicrowave
ReplaceModule ModuleTag_22
Behavior = FireWeaponUpdate ModuleTag_22_Override
Weapon = MicrowaveTankEmitterWeaponNEW
ExclusiveWeaponDelay = 1000
End
End
End
;-----------------------------------------------------------------------------
Object AirF_AmericaTankMicrowave
ReplaceModule ModuleTag_22
Behavior = FireWeaponUpdate ModuleTag_22_Override
Weapon = MicrowaveTankEmitterWeaponNEW
ExclusiveWeaponDelay = 1000
End
End
End
;-----------------------------------------------------------------------------
Object Lazr_AmericaTankMicrowave
ReplaceModule ModuleTag_22
Behavior = FireWeaponUpdate ModuleTag_22_Override
Weapon = MicrowaveTankEmitterWeaponNEW
ExclusiveWeaponDelay = 1000
End
End
End
;-----------------------------------------------------------------------------
Object SupW_AmericaTankMicrowave
ReplaceModule ModuleTag_22
Behavior = FireWeaponUpdate ModuleTag_22_Override
Weapon = MicrowaveTankEmitterWeaponNEW
ExclusiveWeaponDelay = 1000
End
End
End
;-----------------------------------------------------------------------------
;---------------------End of Realistic Microwave Tank-------------------------
;-----------------------------------------------------------------------------
Change the amount of cash you get from oil derrecs
(For no money maps it is annoying to wait 12 sec to get 200 from oil)
;-----------------------------------------------------------------------------
;---------------------------Oil Direcs --------------------------------------
;-----------------------------------------------------------------------------
Object TechOilDerrick
ReplaceModule ModuleTag_04
Behavior = AutoDepositUpdate ModuleTag_04_Override
DepositTiming = 1500
DepositAmount = 25
InitialCaptureBonus = 500
UpgradedBoost = UpgradeType:Upgrade_AmericaSupplyLines Boost:5
End
End
End
;Time is in miliseconds
;original DepositTiming = 12000 , DepositAmount = 200, InitialCaptureBonus=1000
;modified DepositTiming = 50 , DepositAmount = 1 => 50x1 > 20$/sec > 1200$/min
;modified DepositTiming = 1500 , DepositAmount = 25 => 1500x25 50$/3sec > 1000$/minute
;-----------------------------------------------------------------------------
;---------------------------End of Oil Direcs --------------------------------
;-----------------------------------------------------------------------------
This one change the command button.This can be done with scripts in the map using worldbuider.Which i think it is a better way to do it.Map.ini files requires all players to have the map with corresponding map.ini file before they launch the game.If you trnasfer the map with map.ini multiplayer game will be mismatched.But if you restart the whole game then it will work.Sometimes map.ini files dont get transfered using ingame file transfer mode for sending maps.Dont know why.
;Created By Fleetatks
;puts all nuclear missile upgrades on propaganda center
;except nuke MIGs which is on the airfeild
Object Nuke_ChinaAirfield
CommandSet = Nuke_ChinaAirfieldCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Nuke_ChinaAirfieldCommandSet2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
11 = Command_UpgradeChinaTacticalNukeMig
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet Nuke_ChinaAirfieldCommandSetUpgrade2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
11 = Command_UpgradeChinaTacticalNukeMig
12 = Command_UpgradeEMPMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
;------------------------------------------------------------------------------------------------
Object ChinaNuclearMissileLauncher
CommandSet = ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Nuke_ChinaNuclearMissileLauncher
CommandSet = Nuke_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Nuke_ChinaNuclearMissileCommandSet2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Tank_ChinaNuclearMissileLauncher
CommandSet = Tank_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Tank_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Infa_ChinaNuclearMissileLauncher
CommandSet = Infa_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Infa_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
;--------------------------------------------------------------------------------------------
Object ChinaPropagandaCenter
CommandSet = ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Nuke_ChinaPropagandaCenter
CommandSet = Nuke_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Nuke_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Nuke_Command_UpgradeChinaIsotopeStability
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Infa_ChinaPropagandaCenter
CommandSet = Infa_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Infa_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Tank_ChinaPropagandaCenter
CommandSet = Tank_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Tank_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
FarmHouse that works as a oil rig - enough to go inside of (garrison) it and you will start getting cash.
Initial idea from braxt and fixed by acidbrain
Code:
Object FarmHouse
KindOf = STRUCTURE SELECTABLE IMMOBILE TECH_BUILDING CONSERVATIVE_BUILDING ;CAPTURABLE
RemoveModule ModuleTag_02
AddModule
Body = ActiveBody Module_Body
MaxHealth = 3000.0
InitialHealth = 3000.0
End
Behavior = AutoDepositUpdate Module_ADU
DepositTiming = 5000
DepositAmount = 50
InitialCaptureBonus = 500
UpgradedBoost = UpgradeType:Upgrade_AmericaSupplyLines Boost:15
End
Behavior = TechBuildingBehavior Module_TBB
;<NO DATA>
End
End
End
Edited by user Sunday, September 4, 2016 9:25:59 AM(UTC)
| Reason: Not specified