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Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 20% AllowInsideKindOf = INFANTRY End
Object PoliceCar ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DPoliceCarDraw ModuleTag_01 DefaultConditionState Model = CVPoliceCar Animation = CVPoliceCar.CVPoliceCar AnimationMode = LOOP End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVPoliceCar_d End ConditionState = BACKCRUSHED Model = CVPoliceCar_d2 End ConditionState = FRONTCRUSHED Model = CVPoliceCar_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:PoliceCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart SoundAmbient = PoliceCarSirenLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 20% AllowInsideKindOf = INFANTRY End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_PoliceCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_PoliceCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End
Object PoliceCar AddModule ModuleTag_05 Behavior = TransportContain ModuleTag_05 End
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
Object PoliceCar AddModule Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 20% AllowInsideKindOf = INFANTRY End End End
Originally Posted by: klingondragon
Object AsianTrainStation ReplaceModule ModuleTag_03 Behavior = GarrisonContain ModuleTag_03Alt ContainMax = 0 EnterSound = GarrisonEnter ExitSound = GarrisonExit End End END
It is not just a matter of adding this module Klingon
Likewise, increasing it should increase its slots.
If I'm not mistaken, you can also change the garrisons of buildings with this code line in map.ini
Originally Posted by: Zero Hour Mad Map Maker
Beware, that uses a ReplaceModule. GarrisonContain isn't always ModuleTag_03, so it won't work for a lot of buildings.
Originally Posted by: Annihilationzh
It may increase the number of slots but would not you also need to add an updated commandset so as to accommodate all the slots?
If you did want to make a map.ini the code should look similar to this:
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