lechibaw
  • lechibaw
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8 years ago
differents units inside? how is it possible please?
ex: a humvee with four missile defender and one pathfinder inside from start
I know there's a code line "InitialPayload=missiledefender 4" but for add the pathfinder?
thanks 🙂
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Zatsupachi
8 years ago
Then, don't use InitialPayload.

load them in as OCL.


ObjectCreationList PutInVehicle_OCL
  CreateObject
    ObjectNames       = Unit1
    Count             = 4
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames       = Unit2
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

add these lines to your object

  Behavior = GrantUpgradeCreate ModuleTag_Upgrade
     UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
  End

  Behavior = ObjectCreationUpgrade ModuleTag_LoadCrew
    UpgradeObject = PutInVehicle_OCL
    TriggeredBy   = Upgrade_AmericaAdvancedControlRods
  End

"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
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Jundiyy
8 years ago
How come initialpayload doesn't work here? I have a similar thing with my supply stash and it works

Behavior = SpawnBehavior ModuleTag_12
SpawnNumber = 1
SpawnReplaceDelay = 9999
SpawnTemplateName = GLAVehicleSupplyTruck
SpawnTemplateName = GLAInfantryWorker
OneShot = Yes
CanReclaimOrphans = No
SlavesHaveFreeWill = Yes
End

That works but when I tried it for the Humvee it didn't.

InitialPayload = AmericaInfantryMissileDefender 3
InitialPayload = AmericaInfantryRanger 1
InitialPayload = AmericaInfantryPathfinder 1
Annihilationzh
8 years ago


  Behavior = GrantUpgradeCreate ModuleTag_Upgrade
     UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
  End

Originally Posted by: Zatsupachi 


IIRC that'll crash save games if it's a unit. It would be better use a global upgrade that the player starts with.

How come initialpayload doesn't work here? I have a similar thing with my supply stash and it works

Originally Posted by: Jundiyy 


Different modules have different functionality. SpawnBehavior is designed to work with the angry mob, which has multiple different units in it. InitialPayload has no reason to process multiple units.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
TransportContain
[module requires ExitStartN and ExitEndN bones defined unless over-ridden by ExitBone definition and allows the use of SoundEnter And SoundExit UnitSpecificSounds ]

InitialPayload = [object name integer, multiple statements can be used]

End

But what does multiple statements mean??

I tried unit1 2, unit2 2 and it only processed the 1st unit.

Just curious.
klingondragon
8 years ago
I'd try without the comma.
InitialPayload = Name # Name #
pretty sure I saw this somewhere before.
zzc
  • zzc
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  • Major
8 years ago
Nope that didnt work, only processed the 1st entry.
SkyMix_RMT
8 years ago
Maybe try with ":", ";", "_", or "-".
Check out:
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Zatsupachi
8 years ago
None of that will work. InitialPayload is literally just the object entry and integer.

"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
SkyMix_RMT
8 years ago
Maybe it doesn't use the format:

InitialPayload = Name # Name #

It might be

InitialPayload = Name Name # #

???
Check out:
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My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
Unknown Editor
8 years ago
NO way , then what if someone wants to use more than 2 units ?

It must be the following : (While I'm sure it was an upcoming format for a version which has never been RELEASED)


InitialPayload = UnitName # +UnitName #
; or :
InitialPayload = UnitName # &UnitName #

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SkyMix_RMT
8 years ago

NO way , then what if someone wants to use more than 2 units ?

Originally Posted by: Unknown Editor 




InitialPayload = Name Name Name # # #



Check out:
My Music  (Techno/House/Experimental)
My Website  (GeneralsCentral)
My Youtube Channel  (Inactive)
World Builder Community Discord 
klingondragon
8 years ago
Got It:

  Behavior = TransportContain  ModuleTag_05a
    PassengersAllowedToFire = Yes
    Slots             = 1
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;10%
    AllowInsideKindOf  = INFANTRY
    InitialPayload        = AmericaInfantryPathfinder 1
    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
  Behavior = TransportContain  ModuleTag_05b
    PassengersAllowedToFire = Yes
    Slots             = 4
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;10%
    AllowInsideKindOf  = INFANTRY
    InitialPayload        = AmericaInfantryMissileDefender 4
    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
1 pathfinder and 4 missile defenders in a Humvee.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
I was just about to try adding extra modules but got sidetracked by my map problem.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
UserPostedImage

Funny I got this instead.



Behavior = TransportContain ModuleTag_06a
PassengersAllowedToFire = Yes
Slots = 3
InitialPayload = ChinaInfantryTankHunter2 3
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06b
PassengersAllowedToFire = Yes
Slots = 3
InitialPayload = Infa_ChinaInfantryMiniGunner2 3
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06c
PassengersAllowedToFire = Yes
Slots = 4
InitialPayload = Chem_GLAInfantryRebel2 4
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

klingondragon
8 years ago
Add the transport buttons to the commandset.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
CommandSet Infa_ChinaListeningOutpostCommandSet2
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_TransportExit
10 = Command_TransportExit
11 = Command_AttackMove
12 = Command_EmptyCrawler
13 = Command_Guard
14 = Command_Stop
End

What am I missing?
klingondragon
8 years ago
That commandset doesn't match the screenshot.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
.......



Object Infa_ChinaVehicleListeningOutpost2

; *** ART Parameters ***
SelectPortrait = NVLOutpost_L
ButtonImage = NVLOutpost
UpgradeCameo1 = Upgrade_ChinaSubliminalMessaging
UpgradeCameo2 = Upgrade_AmericaCompositeArmor
UpgradeCameo3 = Upgrade_ChinaNuclearTanks
UpgradeCameo4 = Upgrade_GLAJunkRepair

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ExtraPublicBone = IRFX

ConditionState = NONE
Model = NVLOUTPOST
End

ConditionState = REALLYDAMAGED
Model = NVLOUTPOST_D
End

ConditionState = RUBBLE
Model = NVLOUTPOST_D1
HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior
End

TrackMarks = EXTireTrack.tga

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
LeftFrontTireBone = TIRE01
RightFrontTireBone = TIRE02
LeftRearTireBone = TIRE03
RightRearTireBone = TIRE04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
End

Draw = W3DModelDraw ModuleTag_33
OkToChangeModelColor = Yes

ConditionState = NONE
Model = NVLOUTPOST_B
Animation = NVLOUTPOST_B.NVLOUTPOST_B
AnimationMode = LOOP
TransitionKey = Trans_Deployed
End
ConditionState = REALLYDAMAGED
Model = NVLOUTPOST_BD
Animation = NVLOUTPOST_BD.NVLOUTPOST_BD
AnimationMode = LOOP
TransitionKey = Trans_Deployed_ReallyDamaged
End

ConditionState = MOVING
Model = NVLOUTPOST_A
Animation = NVLOUTPOST_A.NVLOUTPOST_A
AnimationMode = LOOP
TransitionKey = Trans_Moving
End
ConditionState = REALLYDAMAGED MOVING
Model = NVLOUTPOST_AD
Animation = NVLOUTPOST_AD.NVLOUTPOST_AD
AnimationMode = LOOP
TransitionKey = Trans_Moving_ReallyDamaged
End

ConditionState = RUBBLE
Model = NONE
End
AliasConditionState = RUBBLE MOVING

;**** PACKING AND UNPACKING MODES ***
TransitionState = Trans_Moving Trans_Deployed
Model = NVLOUTPOST_C
Animation = NVLOUTPOST_C.NVLOUTPOST_C
AnimationMode = ONCE
End
TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged
Model = NVLOUTPOST_CD
Animation = NVLOUTPOST_CD.NVLOUTPOST_CD
AnimationMode = ONCE
End

TransitionState = Trans_Deployed Trans_Moving
Model = NVLOUTPOST_C
Animation = NVLOUTPOST_C.NVLOUTPOST_C
AnimationMode = ONCE_BACKWARDS
End
TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged
Model = NVLOUTPOST_CD
Animation = NVLOUTPOST_CD.NVLOUTPOST_CD
AnimationMode = ONCE_BACKWARDS
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:AssaultListeningOutpost
Side = ChinaInfantryGeneral
EditorSorting = VEHICLE
TransportSlotCount = 8 ;This means, 'how many seats do I occupy in another transport.'
WeaponSet
Conditions = None
Weapon = PRIMARY NONE
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon2
End

ArmorSet
Conditions = None
Armor = UpgradedTankArmor
DamageFX = TankDamageFX
End
BuildCost = 4400
BuildTime = 10.0 ;in seconds
VisionRange = 500
ShroudClearingRange = 500
Prerequisites
Object = AmericaWarFactory2
End
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = Infa_ChinaListeningOutpostCommandSet2

; *** AUDIO Parameters ***
VoiceSelect = ListeningOutpostVoiceSelect
VoiceMove = ListeningOutpostVoiceMove
VoiceGuard = ListeningOutpostVoiceMove
VoiceAttack = ListeningOutpostVoiceAttack
SoundMoveStart = RadarVanMoveStart
SoundMoveStartDamaged = RadarVanMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ListeningOutpostVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
TruckLandingSound = NoSound ;RocketBuggyLand
TruckPowerslideSound = NoSound ;RocketBuggyPowerslide
VoiceCrush = NoSound
VoiceUnload = NoSound ; nothing recorded
VoiceEnter = ListeningOutpostVoiceMove
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE

Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0

; 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 = 590
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = StealthDetectorUpdate ModuleTag_03
DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 600 ;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.
; PingSound = IRPing
; LoudPingSound = IRPingLoud
; IRParticleSysName = IRDetectSonar
; IRBrightParticleSysName = IRDetectSonarBright
IRGridParticleSysName = IRDetectGrid
IRBeaconParticleSysName = IRLenzflare
IRParticleSysBone = IRFX
End

Behavior = TransportAIUpdate ModuleTag_99
AutoAcquireEnemiesWhenIdle = No ; let the contained do it for themselves
End
Behavior = StealthUpdate ModuleTag_04
StealthDelay = 2000 ; msec
StealthForbiddenConditions = MOVING RIDERS_ATTACKING
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Locomotor = SET_NORMAL ListeningOutpostLocomotor

Locomotor = SET_NORMAL_UPGRADED FastListeningOutpostLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 90.0
End
Behavior = TransportContain ModuleTag_06a
PassengersAllowedToFire = Yes
Slots = 3
InitialPayload = ChinaInfantryTankHunter2 3
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06b
PassengersAllowedToFire = Yes
Slots = 3
InitialPayload = Infa_ChinaInfantryMiniGunner2 3
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06c
PassengersAllowedToFire = Yes
Slots = 4
InitialPayload = Chem_GLAInfantryRebel2 4
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 1789
FX = INITIAL FX_SupplyTruckExplosionOneFinal
OCL = INITIAL OCL_InitialListeningOutpostDebris
FX = FINAL FX_SupplyTruckExplosionOneFinal
OCL = FINAL OCL_FinalListeningOutpostDebris
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
End

Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

; A crushing defeat
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = PropagandaTowerBehavior ModuleTag_13
Radius = 300
DelayBetweenUpdates = 1000 ; in milliseconds
HealPercentEachSecond = 5% ; get this % of max health every second
PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_ChinaSubliminalMessaging
UpgradedHealPercentEachSecond = 10% ; get this % of max health every second
UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
AffectsSelf = Yes ; Needs this since Tower is not seperate object for Emperor
End

Behavior = MaxHealthUpgrade ModuleTag_14
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 600.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = LocomotorSetUpgrade ModuleTag_15
TriggeredBy = Upgrade_ChinaNuclearTanks
End

Behavior = PointDefenseLaserUpdate ModuleTag_16
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = INFANTRY
ScanRate = 500
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End

Behavior = AutoHealBehavior ModuleTag_17
HealingAmount = 16
HealingDelay = 125 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End



Behavior = AutoHealBehavior ModuleTag_20
HealingAmount = 32
HealingDelay = 125 ; msec
Radius = 300.0f
StartsActive = Yes
KindOf = INFANTRY
End
Behavior = AutoHealBehavior ModuleTag_21
HealingAmount = 40
HealingDelay = 125 ; msec
Radius = 300.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
;SkipSelfForHealing = Yes
End

Behavior = FlammableUpdate ModuleTag_22
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 = 22.0
GeometryMinorRadius = 9.0
GeometryHeight = 13.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
You forgot;



Behavior = TransportContain ModuleTag_06a
PassengersAllowedToFire = Yes
Slots = 10
InitialPayload = ChinaInfantryTankHunter2 3
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06b
PassengersAllowedToFire = Yes
Slots = 10
InitialPayload = Infa_ChinaInfantryMiniGunner2 3
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End

Behavior = TransportContain ModuleTag_06c
PassengersAllowedToFire = Yes
Slots = 10
InitialPayload = Chem_GLAInfantryRebel2 4
;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
ArmedRidersUpgradeMyWeaponSet = Yes
End



Total slots must match for every module.😁