The map.ini file is a file you put inside the map's directory in Documents folder. It is used to change behaviors just for one map.
You are modding the game and not one map, so you don't need a map.ini file. All you need to do is to find the codes for the objects, RocketBuggyMissile (in weaponobjects.ini) and Demo_GLAInfantrySaboteur (in demogeneral.ini) and add the behaviors to their codes. Without using the removemodulle, addmodule or replacemodule.
Example, this is how the Object RocketBuggyMissile code looks like.
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;------------------------------------------------------------------------------
Object RocketBuggyMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = UVRockBug_m
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; 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.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 ;;==UP HERE
DeathWeapon = ToxinShellWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = RocketBuggyToxinUpgrade
ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 ;;==UP HERE
DeathWeapon = ToxinShellWeaponUpgraded
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_GLAAnthraxBeta RocketBuggyToxinUpgrade
RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is
ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag99 ;;==UP HERE
DeathWeapon = Chem_ToxinShellWeaponGamma
StartsActive = No
TriggeredBy = Chem_Upgrade_GLAAnthraxGamma RocketBuggyToxinUpgrade
RequiresAllTriggers = Yes;
End;
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 1800
InitialVelocity = 150 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 3
IgnitionFX = FX_BuggyMissileIgnition
DistanceScatterWhenJammed = 100
End
Locomotor = SET_NORMAL RocketBuggyMissileLocomotor
Behavior = WeaponBonusUpgrade ModuleTag_08
TriggeredBy = Upgrade_GLAAPRockets
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 ;;==== THIS IS OUR NEW BEHAVIOR
DeathWeapon = ToxinShellWeaponUpgraded ;;==== you can either add it here
StartsActive = No ; turned on by upgrade ;;or replace one of the FireWeaponWhenDeadBehavior behaviors up there ^^
TriggeredBy = Upgrade_GLABuggyAmmo
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
To mod the game you need to check the object which you want their behaviour in another object. Example, adding the small toxin field for the rocket buggy missiles that we did.
This is the behavior that does this, I looked for it in the marauder's shell code. This is how modding works, and how you find solutions to problems yourself and ask about things you don't know how to do.
Behavior = FireWeaponWhenDeadBehavior ModuleTag_135125
DeathWeapon = ToxinShellWeaponUpgraded
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_GLABuggyAmmo
End
And doing that, you can find these in demo jarmen kell code. Which probably have something to do with the thing you want.
WeaponSet
Conditions = None
Weapon = PRIMARY GLAJarmenKellRifle
Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle
Weapon = TERTIARY TerroristSuicideNotARealWeapon ;;====THIS LINE
AutoChooseSources = TERTIARY NONE
AutoChooseSources = SECONDARY NONE
End
Behavior = SlowDeathBehavior ModuleTag_Death15
DeathTypes = NONE +SUICIDED +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_TerroristExplode
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag998
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE +SUICIDED
End;
Behavior = FireWeaponWhenDeadBehavior ModuleTag999
DeathWeapon = Demo_DestroyedWeapon
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = ALL -SUICIDED
End
Behavior = CommandSetUpgrade ModuleTag_17
CommandSet = Demo_GLAInfantryJarmenKellCommandSetUpgrade
TriggeredBy = Demo_Upgrade_SuicideBomb
End
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