ObjectCreationList PutInVehicle_OCL CreateObject ObjectNames = Unit1 Count = 4 ContainInsideSourceObject = Yes End CreateObject ObjectNames = Unit2 Count = 1 ContainInsideSourceObject = Yes End End
Behavior = GrantUpgradeCreate ModuleTag_Upgrade UpgradeToGrant = Upgrade_AmericaAdvancedControlRods End Behavior = ObjectCreationUpgrade ModuleTag_LoadCrew UpgradeObject = PutInVehicle_OCL TriggeredBy = Upgrade_AmericaAdvancedControlRods End
Behavior = GrantUpgradeCreate ModuleTag_Upgrade UpgradeToGrant = Upgrade_AmericaAdvancedControlRods End
Originally Posted by: Zatsupachi
How come initialpayload doesn't work here? I have a similar thing with my supply stash and it works
Originally Posted by: Jundiyy
InitialPayload = Name # Name #
InitialPayload = Name Name # #
InitialPayload = UnitName # +UnitName # ; or : InitialPayload = UnitName # &UnitName #
NO way , then what if someone wants to use more than 2 units ?
Originally Posted by: Unknown Editor
InitialPayload = Name Name Name # # #
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
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