Try editing the TransportContain module, disabling some of the lines.
Behavior = TransportContain ModuleTag_09
PassengersAllowedToFire = Yes
Slots = 4
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 0 ; 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
WeaponBonusPassedToPassengers = Yes
DelayExitInAir = Yes
ArmedRidersUpgradeMyWeaponSet = Yes
End[/code]Should they be able to fire from the plane? like battlechinook? or just transport like the standard one? copy it's code.
these 3 seem pointless for transport only unit:
[code]PassengersAllowedToFire = Yes
WeaponBonusPassedToPassengers = Yes
ArmedRidersUpgradeMyWeaponSet = Yes
1st - do you have fireport bones?
2nd - not needed if they are not meant to fire in first place...
3rd - do you have upgradable weaponset? do you have a weaponset at all?
WeaponSet
Conditions = None
Weapon = PRIMARY NONE
End
Nope
I would also remove the CARBOMB weaponset, why is it even there? Why is there a weaponsetupgrade module when there's no Conditions = Player_upgrade weaponset?
besides, the airfield object has a stinger site GLAhole, make a hole for Airfield (I understand it's a temporary solution atm). The code looks to me like a bunch of modules from different units glued together. The best thing to do is copy the code from an already exisiting unit, closest to yours by design, and then add a module or 2 from different ones.
newnightmare wrote: