How I must fix it in my ini? I am a absolut beginner ^^
Or can everyone fix it for me please?
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;###############################
; #### Start of OilDerrick ####
;###############################
Object TechOilDerrick
ReplaceModule ModuleTag_03
Body = ActiveBody ModuleTag_03_Override
MaxHealth = 1975.0 ; original = 2000.0
InitialHealth = 1975.0 ; original = 2000.0
End
End
ReplaceModule ModuleTag_04
Behavior = AutoDepositUpdate ModuleTag_04_Override
DepositTiming = 300
DepositAmount = 5
InitialCaptureBonus = 1000
End
End
End
;original deposit timing=12000 milliseconds, deposit amount=200, initial capture bonus=1000
; #### End of OilDerrick ####
;#############################
;####################################
; #### Start of "no moneymaker" ####
;####################################
Object AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End
Object AirF_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End
Object Lazr_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End
Object SupW_AmericaSupplyDropZone
MaxSimultaneousOfType = 6
End
Object ChinaInfantryHacker
MaxSimultaneousOfType = 12
End
Object Infa_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End
Object Nuke_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End
Object Tank_ChinaInfantryHacker
MaxSimultaneousOfType = 12
End
Object GLABlackMarket
MaxSimultaneousOfType = 6
End
Object Demo_GLABlackMarket
MaxSimultaneousOfType = 6
End
Object Slth_GLABlackMarket
MaxSimultaneousOfType = 6
End
Object Chem_GLABlackMarket
MaxSimultaneousOfType = 6
End
; #### End of "no moneymaker" ####
;##################################
;##############################
; #### Start of Ambulance ####
;##############################
; Ambulance no longer heals vehicles and can hold 4 infantry units
;### Changing usa
Object AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
;### Changing Usa air force
Object AirF_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object AirF_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60%) before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
;### Changing usa laser
Object Lazr_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object Lazr_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
;### Changing usa super weapon
Object SupW_AmericaVehicleMedic
ReplaceModule ModuleTag_06
Behavior = TransportContain ModuleTag_06_Override
Slots = 4 ;original 3
HealthRegen%PerSec = 25
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
AllowAlliesInside = Yes
AllowNeutralInside = No
AllowEnemiesInside = No
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
End
ReplaceModule ModuleTag_23
Behavior = AutoHealBehavior ModuleTag_23_Override
HealingAmount = 0 ;original 5
HealingDelay = 1000 ; msec
Radius = 100.0f
StartsActive = Yes
KindOf = VEHICLE
ForbiddenKindOf = AIRCRAFT
SkipSelfForHealing = Yes
End
End
End
Object SupW_AmericaVehicleBattleDrone
ReplaceModule ModuleTag_07
Behavior = SlavedUpdate ModuleTag_07_Override
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 10.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 80 ;How low should my master's health be (in 😵 (original is 60% )before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
End
End
; #### End of Ambulance ####
;############################
;###############################
; #### Start of Propaganda ####
;###############################
; puts all nuclear missile upgrades on propaganda center
; nuke mig upgrade disabled
Object Nuke_ChinaAirfield
CommandSet = Nuke_ChinaAirfieldCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaAirfieldCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Nuke_ChinaAirfieldCommandSet2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
12 = Command_UpgradeChinaMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandSet Nuke_ChinaAirfieldCommandSetUpgrade2
1 = Nuke_Command_ConstructChinaJetMIG
2 = Command_UpgradeChinaAircraftArmor
3 = Nuke_Command_ConstructChinaVehicleHelix
12 = Command_UpgradeEMPMines
13 = Command_SetRallyPoint
14 = Command_Sell
End
;###
Object ChinaNuclearMissileLauncher
CommandSet = ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Nuke_ChinaNuclearMissileLauncher
CommandSet = Nuke_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Nuke_ChinaNuclearMissileCommandSet2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade2
1 = Nuke_Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Tank_ChinaNuclearMissileLauncher
CommandSet = Tank_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Tank_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Infa_ChinaNuclearMissileLauncher
CommandSet = Infa_ChinaNuclearMissileCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaNuclearMissileCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Infa_ChinaNuclearMissileCommandSet2
1 = Command_NeutronMissile
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade2
1 = Command_NeutronMissile
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
;###
Object ChinaPropagandaCenter
CommandSet = ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
7 = Command_UpgradeChinaUraniumShells
8 = Command_UpgradeChinaNuclearTanks
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Nuke_ChinaPropagandaCenter
CommandSet = Nuke_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Nuke_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Nuke_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Nuke_Command_UpgradeChinaIsotopeStability
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Infa_ChinaPropagandaCenter
CommandSet = Infa_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Infa_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Infa_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaFanaticism
3 = Command_UpgradeChinaSubliminalMessaging
10 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
Object Tank_ChinaPropagandaCenter
CommandSet = Tank_ChinaPropagandaCenterCommandSet2
ReplaceModule ModuleTag_25
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Tank_ChinaPropagandaCenterCommandSetUpgrade2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Tank_ChinaPropagandaCenterCommandSet2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade2
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
7 = Tank_Command_UpgradeChinaUraniumShells
8 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeEMPMines
14 = Command_Sell
End
; #### End of Propaganda ####
;#############################
Mig part with the napalm migs for nuke general not working in moment
Originally Posted by: BacardiCoke