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AdrianeMapMaker
8 years ago
Did you use this behavior on your unit?

  Behavior WorkerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond 2%
    BoredTime 5000
    BoredRange 150
    MaxBoxes 1
    SupplyCenterActionDelay 150
    SupplyWarehouseActionDelay 150
    SupplyWarehouseScanDistance 500
    SuppliesDepletedVoice WorkerVoiceSuppliesDepleted
    AutoAcquireEnemiesWhenIdle Yes
  End

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https://discord.gg/tJ6zyGb 

UserPostedImage




elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

Did you use this behavior on your unit?


  Behavior WorkerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond 2%
    BoredTime 5000
    BoredRange 150
    MaxBoxes 1
    SupplyCenterActionDelay 150
    SupplyWarehouseActionDelay 150
    SupplyWarehouseScanDistance 500
    SuppliesDepletedVoice WorkerVoiceSuppliesDepleted
    AutoAcquireEnemiesWhenIdle Yes
  End

Originally Posted by: adrianemapmaker 



not working my Jarmenkell cannot move ...
mr_hymn_
8 years ago
Did you accidentally removed his locomotor?

If still not working use this code

Behavior = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 20%    ; % of max health to repair each second
    BoredTime                    = 5000  ; in milliseconds
    BoredRange                   = 150   ; when bored, we look this far away to do something
    ; the only "enemies" that workers can acquire are mines, to be disarmed...
    AutoAcquireEnemiesWhenIdle   = Yes
  End

JarmenKell shouldn't be able to collect the resource boxes. That might cause him to immobilize.
mr_hymn_
8 years ago
If you set

RepairHealthPercentPerSecond = 100%

He will repair everything to full health in 0.1 seconds.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

Did you accidentally removed his locomotor?

If still not working use this code


Behavior = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 20%    ; % of max health to repair each second
    BoredTime                    = 5000  ; in milliseconds
    BoredRange                   = 150   ; when bored, we look this far away to do something
    ; the only "enemies" that workers can acquire are mines, to be disarmed...
    AutoAcquireEnemiesWhenIdle   = Yes
  End

JarmenKell shouldn't be able to collect the resource boxes. That might cause him to immobilize.

Originally Posted by: Mr_Hymn_ 



Still cannot move Sir Hymn
acidbrain
8 years ago
Did you add DOZER to the kindof list?
Panem et kirkinses
mr_hymn_
8 years ago

Did you add DOZER to the kindof list?

Originally Posted by: acidbrain 



That is exact question I am gonna ask too.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

Did you add DOZER to the kindof list?

Originally Posted by: acidbrain 



But how sir...Acid this is my firstime ...
i don't know the code.
.
.

My Jarmen love to move to infiltrate the enemy
But he cannot move..:D
.
.
.
Happy Modding JERMENRALLS..:D
mr_hymn_
8 years ago
in KindOf if you don't know CTRL+F is your friend search it and you will know where it should be pasted.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

in KindOf if you don't know CTRL+F is your friend search it and you will know where it should be pasted.

Originally Posted by: Mr_Hymn_ 




if you think this is look like
.
.
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
STEALTH_GARRISON SCORE HERO

KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER


mr_hymn_
8 years ago
Yep just add DOZER in KindOf. that's all

In the forum there is a post called module list you should have it. It's for you to learn each behaviour what it is and have for.

I downloaded it for some insane madness modding purpose to try something new. It may stunned you first but keep learning.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

Yep just add DOZER in KindOf. that's all

In the forum there is a post called module list you should have it. It's for you to learn each behaviour what it is and have for.

I downloaded it for some insane madness modding purpose to try something new. It may stunned you first but keep learning.

Originally Posted by: Mr_Hymn_ 



.
.
UserPostedImage

.
.
why he cannot move..:D Happy modding Jenerals...

mr_hymn_
8 years ago
Show me your entire jarmenkell code
mr_hymn_
8 years ago
As I know for sure right now is 2 things. You must not have IMMOBILE in KindOf for JarmenKell and locomotor = SET_NORMAL must not be removed.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

Show me your entire jarmenkell code

Originally Posted by: Mr_Hymn_ 



;----------------------------------------------------------------------------
Object GLAInfantryJarmenKell

; *** ART Parameters ***
SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake
ButtonImage = SUJermanKell1

UpgradeCameo1 = Upgrade_GLAAPBullets
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

; --- idle
DefaultConditionState
Model = UIHERO_SKN
IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21
IdleAnimation = UIHERO_SKL.UIHERO_IDA
IdleAnimation = UIHERO_SKL.UIHERO_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = TERTIARY Muzzle ;NOW IT LAUNCHES FROM HIS RIFLE
TransitionKey = TRANS_Stand
End

ConditionState = REALLYDAMAGED
IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30
IdleAnimation = UIHERO_SKL.UIHERO_IIDA
IdleAnimation = UIHERO_SKL.UIHERO_IIDB
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End

TransitionState = TRANS_Stand TRANS_StandInjured
Animation = UIHERO_SKL.UIHERO_ISTAHIT
AnimationMode = ONCE
End

; --- attack

ConditionState = FIRING_A
Animation = UIHERO_SKL.UIHERO_ATA
AnimationMode = ONCE
TransitionKey = TRANS_FiringA
AnimationSpeedFactorRange = 1.5 1.5
End

ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = UIHERO_SKL.UIHERO_STA
AnimationMode = ONCE
WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasConditionState = RELOADING_A

ConditionState = FIRING_A REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_IATA2
AnimationMode = ONCE
TransitionKey = TRANS_FiringAInjured
AnimationSpeedFactorRange = 1.5 1.5
End

ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_IATA2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
WaitForStateToFinishIfPossible = TRANS_FiringAInjured
End
AliasConditionState = RELOADING_A REALLYDAMAGED

TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = UIHERO_SKL.UIHERO_IATAHIT
AnimationMode = ONCE
End

; --- moving
ConditionState = MOVING
Animation = UIHERO_SKL.UIHERO_RNA2 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A

ConditionState = MOVING REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_IRNA 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = MOVING RELOADING_A REALLYDAMAGED

; --- cheering
ConditionState = SPECIAL_CHEERING
Animation = UIHERO_SKL.UIHERO_CHA
AnimationMode = LOOP
End

ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_ICHA
AnimationMode = LOOP
End

; --- dying
ConditionState = DYING
Animation = UIHERO_SKL.UIHERO_DTA
Animation = UIHERO_SKL.UIHERO_DTB
Animation = UIHERO_SKL.UIHERO_IDTA
Animation = UIHERO_SKL.UIHERO_IDTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIHERO_SKL.UIHERO_ADTG21
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = UIHERO_SKL.UIHERO_ADTG22
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIHERO_SKL.UIHERO_ADTG23
AnimationMode = ONCE
TransitionKey = None
End

; --- falling
ConditionState = FREEFALL
Animation = UIHERO_SKL.UIHERO_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING

ConditionState = PARACHUTING
Animation = UIHERO_SKL.UIHERO_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING

TransitionState = TRANS_Falling TRANS_Chute
Animation = UIHERO_SKL.UIHERO_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End

TransitionState = TRANS_Chute TRANS_Stand
Animation = UIHERO_SKL.UIHERO_PTD
AnimationMode = ONCE
End

TransitionState = TRANS_Chute TRANS_StandInjured
Animation = UIHERO_SKL.UIHERO_PTD
AnimationMode = ONCE
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:JarmenKell
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
MaxSimultaneousOfType = 5

WeaponSet
Conditions = None
Weapon = PRIMARY GLAJarmenKellRifle
Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle
Weapon = TERTIARY JarmenKell_RocketWeapon
PreferredAgainst = TERTIARY NONE
AutoChooseSources = TERTIARY NONE
AutoChooseSources = SECONDARY NONE
;AutoChooseSources = PRIMARY NONE
;AutoChooseSources = SECONDARY NONE
End
; WeaponSet
; Conditions = SNIPEVEHICLE
; Weapon = PRIMARY GLAJarmenKellVehiclePilotSniperRifle
; End

ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = GLABarracks
End
BuildCost = 0
BuildTime = 5.0 ;in seconds

ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAInfantryJarmenKellCommandSet

; *** AUDIO Parameters ***
VoiceSelect = JarmenKellVoiceSelect
VoiceMove = JarmenKellVoiceMove
VoiceGuard = JarmenKellVoiceMove
VoiceAttack = JarmenKellVoiceAttack
VoiceFear = JarmenKellVoiceFear
SoundDie = JarmenKellVoiceDie
SoundDieFire = DieByFireGLA
SoundDieToxin = DieByToxinGLA
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff

UnitSpecificSounds
VoiceCreate = JarmenKellVoiceCreate
VoiceSnipePilot = JarmenKellVoiceSnipe
VoiceGarrison = JarmenKellVoiceGarrison
VoiceEnter = JarmenKellVoiceMove
VoiceEnterHostile = JarmenKellVoiceMove
VoiceGetHealed = JarmenKellVoiceMove
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER

Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End

Behavior = WorkerAIUpdate ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes Stealthed
End

;-------------original code
;Behavior = AIUpdateInterface ModuleTag_03
; AutoAcquireEnemiesWhenIdle = Yes
;End
Locomotor = SET_NORMAL JarmenKellLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = StealthUpdate ModuleTag_06
StealthDelay = 2000 ; msec
StealthForbiddenConditions = ATTACKING
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit.
End

Behavior = WeaponBonusUpgrade ModuleTag_08
TriggeredBy = Upgrade_GLAAPBullets
End

;---repair
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 20% ; % of max health to repair each second;
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End

Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = RemoteC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization.
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
PackTime = 0
SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges.
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End

Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End

Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = TimedC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds

End

Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit.
End

Behavior = WeaponBonusUpgrade ModuleTag_08
TriggeredBy = Upgrade_GLAAPBullets
End

Behavior = StealthDetectorUpdate ModuleTag_44
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End

Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
UpdateModuleStartsAttack = Yes
InitiateSound = BlackLotusVoiceHackBuilding
End

Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
StartAbilityRange = 150.0
UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed)
PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed)
PreparationTime = 6000 ;time to complete hack once prepared (unpacked)
SpecialObject = BinaryDataStream
DoCaptureFX = Yes
PackSound = BlackLotusPack
UnpackSound = BlackLotusUnpack
TriggerSound = BlackLotusTrigger
PrepSoundLoop = BlackLotusPrepLoop
AwardXPForTriggering = 20
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End

Behavior = SpecialAbility ModuleTag_12
SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack
UpdateModuleStartsAttack = Yes
InitiateSound = BlackLotusVoiceHackCash
End

Behavior = SpecialAbilityUpdate ModuleTag_13
SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack
StartAbilityRange = 150.0
UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed)
PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed)
PreparationTime = 6000 ;time to complete hack once prepared (unpacked)
EffectValue = 1000 ;amount of cash stolen
SpecialObject = BinaryDataStream
PackSound = BlackLotusPack
UnpackSound = BlackLotusUnpack
TriggerSound = BlackLotusTrigger
PrepSoundLoop = BlackLotusPrepLoop
AwardXPForTriggering = 20
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End

;Hero units can't be squished!
;Behavior = SquishCollide ModuleTag_09
; ;nothing
;End


; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
; --- end Death modules ---

Behavior = PoisonedBehavior ModuleTag_14
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End

Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End



mr_hymn_
8 years ago
Why you have double KindOf?


KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER

Just add DOZER to your current kindOf that's all

And you put both WorkerAI and DozerAI? both is similar just to make unit working like worker or dozer. choose 1. In my opinion, remove the WorkerAI


Behavior = WorkerAIUpdate ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes Stealthed
End

Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 20% ; % of max health to repair each second;
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End

After this if unit cannot move you have to check your locomotor if you accidentally change their speed to 0.

If problem still occurs then there is one thing you have to understand. You added to many special power to 1 unit. My black lotus end up the same way when having 3 hacker's skills, 2 burton skills and 3 of her own. She stuck at the barracks and cannot be moved by any means.
mr_hymn_
8 years ago
You can remove black lotus skills first then test in the game if he is able to move again. So you can see which function exactly cause your unit immobile.

And if you put vehicle in kindof your jarmenkell will be able to be disable by black lotus vehicle disable, EMP and missile will be able to follow.

I am using this trick with my infantry because they're mixed up between human and robot.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

You can remove black lotus skills first then test in the game if he is able to move again. So you can see which function exactly cause your unit immobile.

And if you put vehicle in kindof your jarmenkell will be able to be disable by black lotus vehicle disable, EMP and missile will be able to follow.

I am using this trick with my infantry because they're mixed up between human and robot.

Originally Posted by: Mr_Hymn_ 



Still not moving sir ...
mr_hymn_
8 years ago
try to remove all his special ability yet? if he still not moving then copy his original code and replace and try again. if he is still not moving then you screwed up his locomotor.