Posted by: elliesy - Monday, May 1, 2017 9:23:12 AM
Please help me generals..:D

Posted by: AdrianeMapMaker - Monday, May 1, 2017 9:37:00 PM
[b]Did you use this behavior on your unit?[/b] [code=cpp] Behavior WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond 2% BoredTime 5000 BoredRange 150 MaxBoxes 1 SupplyCenterActionDelay 150 SupplyWarehouseActionDelay 150 SupplyWarehouseScanDistance 500 SuppliesDepletedVoice WorkerVoiceSuppliesDepleted AutoAcquireEnemiesWhenIdle Yes End[/code]

Posted by: elliesy - Tuesday, May 2, 2017 4:28:34 AM
[quote=adrianemapmaker;144687][b]Did you use this behavior on your unit?[/b] [code=cpp] Behavior WorkerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond 2% BoredTime 5000 BoredRange 150 MaxBoxes 1 SupplyCenterActionDelay 150 SupplyWarehouseActionDelay 150 SupplyWarehouseScanDistance 500 SuppliesDepletedVoice WorkerVoiceSuppliesDepleted AutoAcquireEnemiesWhenIdle Yes End[/code][/quote] not working my Jarmenkell cannot move ...

Posted by: mr_hymn_ - Tuesday, May 2, 2017 4:45:27 AM
Did you accidentally removed his locomotor? If still not working use this code [code=plain] Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 20% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End [/code] JarmenKell shouldn't be able to collect the resource boxes. That might cause him to immobilize.

Posted by: mr_hymn_ - Tuesday, May 2, 2017 4:46:38 AM
If you set [code] RepairHealthPercentPerSecond = 100% [/code] He will repair everything to full health in 0.1 seconds.

Posted by: elliesy - Tuesday, May 2, 2017 7:05:29 AM
[quote=Mr_Hymn_;144703]Did you accidentally removed his locomotor? If still not working use this code [code=plain] Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 20% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End [/code] JarmenKell shouldn't be able to collect the resource boxes. That might cause him to immobilize.[/quote] Still cannot move Sir Hymn

Posted by: acidbrain - Tuesday, May 2, 2017 7:53:39 AM
Did you add DOZER to the kindof list?

Posted by: mr_hymn_ - Tuesday, May 2, 2017 9:43:20 AM
[quote=acidbrain;144708]Did you add DOZER to the kindof list?[/quote] That is exact question I am gonna ask too.

Posted by: elliesy - Tuesday, May 2, 2017 9:11:42 PM
[quote=acidbrain;144708]Did you add DOZER to the kindof list?[/quote] But how sir...Acid this is my firstime ... i don't know the code. . . My Jarmen love to move to infiltrate the enemy But he cannot move..:D . . . Happy Modding JERMENRALLS..:D

Posted by: mr_hymn_ - Tuesday, May 2, 2017 9:15:02 PM
in KindOf if you don't know CTRL+F is your friend search it and you will know where it should be pasted.

Posted by: elliesy - Wednesday, May 3, 2017 12:25:12 AM
[quote=Mr_Hymn_;144712]in KindOf if you don't know CTRL+F is your friend search it and you will know where it should be pasted.[/quote] if you think this is look like . . KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER

Posted by: mr_hymn_ - Wednesday, May 3, 2017 12:30:13 AM
Yep just add DOZER in KindOf. that's all In the forum there is a post called module list you should have it. It's for you to learn each behaviour what it is and have for. I downloaded it for some insane madness modding purpose to try something new. It may stunned you first but keep learning.

Posted by: elliesy - Wednesday, May 3, 2017 12:40:07 AM
[quote=Mr_Hymn_;144719]Yep just add DOZER in KindOf. that's all In the forum there is a post called module list you should have it. It's for you to learn each behaviour what it is and have for. I downloaded it for some insane madness modding purpose to try something new. It may stunned you first but keep learning.[/quote] . . [img=http://i.imgur.com/omomUwa.png]My Jarmen became a Builder but he cannot move[/img] . . why he cannot move..:D Happy modding Jenerals...

Posted by: mr_hymn_ - Wednesday, May 3, 2017 2:21:20 AM
Show me your entire jarmenkell code

Posted by: mr_hymn_ - Wednesday, May 3, 2017 2:24:35 AM
As I know for sure right now is 2 things. You must not have IMMOBILE in KindOf for JarmenKell and locomotor = SET_NORMAL must not be removed.

Posted by: elliesy - Wednesday, May 3, 2017 3:08:13 AM
[quote=Mr_Hymn_;144721]Show me your entire jarmenkell code[/quote] ;---------------------------------------------------------------------------- Object GLAInfantryJarmenKell ; *** ART Parameters *** SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake ButtonImage = SUJermanKell1 UpgradeCameo1 = Upgrade_GLAAPBullets ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; --- idle DefaultConditionState Model = UIHERO_SKN IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 IdleAnimation = UIHERO_SKL.UIHERO_IDA IdleAnimation = UIHERO_SKL.UIHERO_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = TERTIARY Muzzle ;NOW IT LAUNCHES FROM HIS RIFLE TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 IdleAnimation = UIHERO_SKL.UIHERO_IIDA IdleAnimation = UIHERO_SKL.UIHERO_IIDB AnimationMode = ONCE TransitionKey = TRANS_StandInjured End TransitionState = TRANS_Stand TRANS_StandInjured Animation = UIHERO_SKL.UIHERO_ISTAHIT AnimationMode = ONCE End ; --- attack ConditionState = FIRING_A Animation = UIHERO_SKL.UIHERO_ATA AnimationMode = ONCE TransitionKey = TRANS_FiringA AnimationSpeedFactorRange = 1.5 1.5 End ConditionState = BETWEEN_FIRING_SHOTS_A Animation = UIHERO_SKL.UIHERO_STA AnimationMode = ONCE WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = RELOADING_A ConditionState = FIRING_A REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = ONCE TransitionKey = TRANS_FiringAInjured AnimationSpeedFactorRange = 1.5 1.5 End ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IATA2 AnimationMode = MANUAL Flags = START_FRAME_LAST WaitForStateToFinishIfPossible = TRANS_FiringAInjured End AliasConditionState = RELOADING_A REALLYDAMAGED TransitionState = TRANS_FiringA TRANS_FiringAInjured Animation = UIHERO_SKL.UIHERO_IATAHIT AnimationMode = ONCE End ; --- moving ConditionState = MOVING Animation = UIHERO_SKL.UIHERO_RNA2 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ConditionState = MOVING REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_IRNA 30 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING FIRING_A REALLYDAMAGED AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = MOVING RELOADING_A REALLYDAMAGED ; --- cheering ConditionState = SPECIAL_CHEERING Animation = UIHERO_SKL.UIHERO_CHA AnimationMode = LOOP End ConditionState = SPECIAL_CHEERING REALLYDAMAGED Animation = UIHERO_SKL.UIHERO_ICHA AnimationMode = LOOP End ; --- dying ConditionState = DYING Animation = UIHERO_SKL.UIHERO_DTA Animation = UIHERO_SKL.UIHERO_DTB Animation = UIHERO_SKL.UIHERO_IDTA Animation = UIHERO_SKL.UIHERO_IDTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIHERO_SKL.UIHERO_ADTG21 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIHERO_SKL.UIHERO_ADTG22 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIHERO_SKL.UIHERO_ADTG23 AnimationMode = ONCE TransitionKey = None End ; --- falling ConditionState = FREEFALL Animation = UIHERO_SKL.UIHERO_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = UIHERO_SKL.UIHERO_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = UIHERO_SKL.UIHERO_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = UIHERO_SKL.UIHERO_PTD AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_StandInjured Animation = UIHERO_SKL.UIHERO_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:JarmenKell Side = GLA EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) MaxSimultaneousOfType = 5 WeaponSet Conditions = None Weapon = PRIMARY GLAJarmenKellRifle Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle Weapon = TERTIARY JarmenKell_RocketWeapon PreferredAgainst = TERTIARY NONE AutoChooseSources = TERTIARY NONE AutoChooseSources = SECONDARY NONE ;AutoChooseSources = PRIMARY NONE ;AutoChooseSources = SECONDARY NONE End ; WeaponSet ; Conditions = SNIPEVEHICLE ; Weapon = PRIMARY GLAJarmenKellVehiclePilotSniperRifle ; End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = GLABarracks End BuildCost = 0 BuildTime = 5.0 ;in seconds ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLAInfantryJarmenKellCommandSet ; *** AUDIO Parameters *** VoiceSelect = JarmenKellVoiceSelect VoiceMove = JarmenKellVoiceMove VoiceGuard = JarmenKellVoiceMove VoiceAttack = JarmenKellVoiceAttack VoiceFear = JarmenKellVoiceFear SoundDie = JarmenKellVoiceDie SoundDieFire = DieByFireGLA SoundDieToxin = DieByToxinGLA SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = JarmenKellVoiceCreate VoiceSnipePilot = JarmenKellVoiceSnipe VoiceGarrison = JarmenKellVoiceGarrison VoiceEnter = JarmenKellVoiceMove VoiceEnterHostile = JarmenKellVoiceMove VoiceGetHealed = JarmenKellVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = WorkerAIUpdate ModuleTag_06 AutoAcquireEnemiesWhenIdle = Yes Stealthed End ;-------------original code ;Behavior = AIUpdateInterface ModuleTag_03 ; AutoAcquireEnemiesWhenIdle = Yes ;End Locomotor = SET_NORMAL JarmenKellLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000 ; msec StealthForbiddenConditions = ATTACKING InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. End Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPBullets End ;---repair Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 20% ; % of max health to repair each second; BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantRemoteCharge End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = RemoteC4Charge MaxSpecialObjects = 1000 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge PackTime = 0 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = No ; Yes PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds End Behavior = SpecialAbility ModuleTag_10 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges UpdateModuleStartsAttack = Yes InitiateSound = ColonelBurtonVoicePlantTimedCharge End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges StartAbilityRange = 0.0 PreparationTime = 0 SpecialObject = TimedC4Charge MaxSpecialObjects = 1000 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge FlipOwnerAfterUnpacking = Yes FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability UnpackSound = ColonelBurtonPlantCharge LoseStealthOnTrigger = No ; Yes PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds End Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. End Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPBullets End Behavior = StealthDetectorUpdate ModuleTag_44 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackBuilding End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 6000 ;time to complete hack once prepared (unpacked) SpecialObject = BinaryDataStream DoCaptureFX = Yes PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = SpecialAbility ModuleTag_12 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackCash End Behavior = SpecialAbilityUpdate ModuleTag_13 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 6000 ;time to complete hack once prepared (unpacked) EffectValue = 1000 ;amount of cash stolen SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End ;Hero units can't be squished! ;Behavior = SquishCollide ModuleTag_09 ; ;nothing ;End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_14 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End

Posted by: mr_hymn_ - Wednesday, May 3, 2017 3:53:14 AM
Why you have double KindOf? [code] KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER [/code] Just add DOZER to your current kindOf that's all And you put both WorkerAI and DozerAI? both is similar just to make unit working like worker or dozer. choose 1. In my opinion, remove the WorkerAI [code=plain] Behavior = WorkerAIUpdate ModuleTag_06 AutoAcquireEnemiesWhenIdle = Yes Stealthed End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 20% ; % of max health to repair each second; BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End [/code] After this if unit cannot move you have to check your locomotor if you accidentally change their speed to 0. If problem still occurs then there is one thing you have to understand. You added to many special power to 1 unit. My black lotus end up the same way when having 3 hacker's skills, 2 burton skills and 3 of her own. She stuck at the barracks and cannot be moved by any means.

Posted by: mr_hymn_ - Wednesday, May 3, 2017 3:56:49 AM
You can remove black lotus skills first then test in the game if he is able to move again. So you can see which function exactly cause your unit immobile. And if you put vehicle in kindof your jarmenkell will be able to be disable by black lotus vehicle disable, EMP and missile will be able to follow. I am using this trick with my infantry because they're mixed up between human and robot.

Posted by: elliesy - Wednesday, May 3, 2017 8:53:33 AM
[quote=Mr_Hymn_;144725]You can remove black lotus skills first then test in the game if he is able to move again. So you can see which function exactly cause your unit immobile. And if you put vehicle in kindof your jarmenkell will be able to be disable by black lotus vehicle disable, EMP and missile will be able to follow. I am using this trick with my infantry because they're mixed up between human and robot.[/quote] Still not moving sir ...

Posted by: mr_hymn_ - Wednesday, May 3, 2017 9:50:38 PM
try to remove all his special ability yet? if he still not moving then copy his original code and replace and try again. if he is still not moving then you screwed up his locomotor.

Posted by: elliesy - Wednesday, May 3, 2017 10:40:53 PM
[quote=Mr_Hymn_;144733]try to remove all his special ability yet? if he still not moving then copy his original code and replace and try again. if he is still not moving then you screwed up his locomotor.[/quote] i start to the beginning i think it is impossible....to do. . . and i'm sure this is a 1 limitation of the game. . . therefore : combining builder skill and soldier skill is impossible to accomplished...:D

Posted by: mr_hymn_ - Wednesday, May 3, 2017 11:03:47 PM
[quote=elliesy;144734][quote=Mr_Hymn_;144733]try to remove all his special ability yet? if he still not moving then copy his original code and replace and try again. if he is still not moving then you screwed up his locomotor.[/quote] i start to the beginning i think it is impossible....to do. . . and i'm sure this is a 1 limitation of the game. . . therefore : combining builder skill and soldier skill is impossible to accomplished...:D[/quote] I did it before and it works. I am doing it with my Ranger. Can build bunker, speaker tower and shoot laser gun. even calling an airstrikes. All I know is hacker special ability will make any units immobile 100%

Posted by: elliesy - Thursday, May 4, 2017 1:06:46 AM
[quote=Mr_Hymn_;144735][quote=elliesy;144734][quote=Mr_Hymn_;144733]try to remove all his special ability yet? if he still not moving then copy his original code and replace and try again. if he is still not moving then you screwed up his locomotor.[/quote] i start to the beginning i think it is impossible....to do. . . and i'm sure this is a 1 limitation of the game. . . therefore : combining builder skill and soldier skill is impossible to accomplished...:D[/quote] I did it before and it works. I am doing it with my Ranger. Can build bunker, speaker tower and shoot laser gun. even calling an airstrikes. All I know is hacker special ability will make any units immobile 100%[/quote] i'll try again ... never give up heheeheh

Posted by: mr_hymn_ - Thursday, May 4, 2017 1:26:01 PM
Good!