Posted by: elliesy - Thursday, May 11, 2017 6:57:19 AM
Please Help Generals..:D tnx . . Happy Happy modding ..:D

Posted by: mr_hymn_ - Thursday, May 11, 2017 6:59:09 AM
[quote=elliesy;144855]Please Help Generals..:D tnx . . Happy Happy modding ..:D[/quote] just simply copy a spydrone OCL and command from any american crusader, pladin or humvee.

Posted by: AdrianeMapMaker - Thursday, May 11, 2017 7:23:18 AM
yah ... ellie try something on your own ; you already know this things now (probably after those teachings to you) when youve got a problem then ask us

Posted by: elliesy - Thursday, May 11, 2017 7:39:57 AM
[quote=adrianemapmaker;144860]yah ... ellie try something on your own ; you already know this things now (probably after those teachings to you) when youve got a problem then ask us[/quote] . . . Ads Ayoko gusto ko may katulong ..:D isa pa dagdag kailaman din to para sa mga newbie na modders . . I need help Generals hehehhehe

Posted by: mr_hymn_ - Thursday, May 11, 2017 11:52:43 AM
As we told you. CTRL+F to find what you're looking for. Copy paste and edit the value. if it's doesn't work or crash the game or doesn't work the same way as you intended then you can paste your code here and we'll teach you. by this you will understand much more.

Posted by: elliesy - Friday, May 12, 2017 11:38:22 AM
Please help Newbie this is a test. ..:D . . . Happy Happy modding..:D

Posted by: mr_hymn_ - Friday, May 12, 2017 12:47:15 PM
No this is easy. Hint. Go to America vehicle search the drone in AmericaVehicleCrusader and copy the create drone behaviour then copy it's commandset. If you don't know how just copy all 3 drones code and all 3 it commandset then try. It's not that hard to understand since these code are readable english. Not like some file like ParticleSystem.ini

Posted by: Newbmod - Friday, May 12, 2017 10:29:08 PM
I am attempting to do basically the same thing as the OP, except I am trying to add drones to Firebase. I have already copied drone behaviour from Humvee over, as well as the commandset lines to build the drones, and lastly the cameo lines that show up to the side of the unit portrait. I still don't have the buttons to build the drones. Also, is there a way I can allow a unit to build multiple drones? Would be nice to have a combat and a scout drone. I am also trying to add the anti-missile laser from the avenger, but I can't seem to figure out which weapon that is, and lastly I am trying to figure out how to add more unit levels to the game(ie. allow units to level higher than rank 3). I realize these other things are outside of the scope of this thread and will make a separate thread about them if necessary, but I figure my attempt at those can be seen here with the code I am already posting. ; ***DESIGN parameters *** DisplayName = OBJECT:FireBase Side = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaPowerPlant End ExperienceValue = 50 50 100 200 400 800 1600 3200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 800 1600 3200 6400 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience BuildCost = 2000 BuildTime = 50.0 ; in seconds EnergyProduction = -1 WeaponSet Conditions = None Weapon = PRIMARY FireBaseHowitzerGun Weapon = SECONDARY AvengerAirLaserDummy Weapon = TERTIARY HumveeGun End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = AirF_AmericaFireBaseCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End ; *** AUDIO Parameters *** VoiceSelect = PatriotBatterySelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED Body = HiveStructureBody ModuleTag_04; MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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. SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 ;**Careful with these damage types -- because area damage types will already ;**damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to End Behavior = BaseRegenerateUpdate ModuleTag_05 ;No data End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes NaturalTurretPitch = 1 GroundUnitPitch = 40 MinPhysicalPitch = -20 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = GarrisonContain ModuleTag_07 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes DamagePercentToUnits = 100% IsEnclosingContainer = No End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 26.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End

Posted by: elliesy - Friday, May 12, 2017 10:37:52 PM
[quote=Mr_Hymn_;144888]No this is easy. Hint. Go to America vehicle search the drone in AmericaVehicleCrusader and copy the create drone behaviour then copy it's commandset. If you don't know how just copy all 3 drones code and all 3 it commandset then try. It's not that hard to understand since these code are readable english. Not like some file like ParticleSystem.ini [/quote] i cannot buy, here is my code ..... but why ... what happen [code=cpp] for "factiounit.ini" Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone End for "commandset.ini" Command_ConstructAmericaVehicleScoutDrone [/code] Happy Modding Generals ..:D

Posted by: acidbrain - Saturday, May 13, 2017 2:15:34 AM
[url=http://www.cnclabs.com/forums/cnc_postst12435_Map-ini-code-snippets.aspx][color=blue]Here[/color][/url] is an example of how to do it in map.ini, it not much different then adding it to a mod... Greetz

Posted by: elliesy - Saturday, May 13, 2017 6:17:59 AM
[img=http://i.imgur.com/qWx6NdN.png]Special tnx to my fellow modders to push my limits[/img] . . . . Im done but my problem now is i need alot of drone for my Jarmenkell . . Please Help Gnerals How do i do it ..?:D . . Happy modding ..:D

Posted by: Annihilationzh - Saturday, May 13, 2017 8:42:52 AM
[quote=elliesy;144916]Im done but my problem now is i need alot of drone for my Jarmenkell . . Please Help Gnerals How do i do it ..?:D[/quote] Change the OCL to have a bunch of drones in it.

Posted by: mr_hymn_ - Saturday, May 13, 2017 12:06:53 PM
that super easy why don't you increase the number of this? [code=plain] ; ----------------------------------------------------------------------------- ; American Rangers can spawn slaved scout drones ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanScoutDrone CreateObject Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset ObjectNames = AmericaVehicleScoutDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End [/code]

Posted by: mr_hymn_ - Saturday, May 13, 2017 12:09:07 PM
[quote=Newbmod;144903]I am attempting to do basically the same thing as the OP, except I am trying to add drones to Firebase. I have already copied drone behaviour from Humvee over, as well as the commandset lines to build the drones, and lastly the cameo lines that show up to the side of the unit portrait. I still don't have the buttons to build the drones. Also, is there a way I can allow a unit to build multiple drones? Would be nice to have a combat and a scout drone. I am also trying to add the anti-missile laser from the avenger, but I can't seem to figure out which weapon that is, and lastly I am trying to figure out how to add more unit levels to the game(ie. allow units to level higher than rank 3). I realize these other things are outside of the scope of this thread and will make a separate thread about them if necessary, but I figure my attempt at those can be seen here with the code I am already posting. ; ***DESIGN parameters *** DisplayName = OBJECT:FireBase Side = AmericaAirForceGeneral EditorSorting = STRUCTURE Prerequisites Object = AirF_AmericaPowerPlant End ExperienceValue = 50 50 100 200 400 800 1600 3200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 800 1600 3200 6400 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience BuildCost = 2000 BuildTime = 50.0 ; in seconds EnergyProduction = -1 WeaponSet Conditions = None Weapon = PRIMARY FireBaseHowitzerGun Weapon = SECONDARY AvengerAirLaserDummy Weapon = TERTIARY HumveeGun End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = AirF_AmericaFireBaseCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End ; *** AUDIO Parameters *** VoiceSelect = PatriotBatterySelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED Body = HiveStructureBody ModuleTag_04; MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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. SubdualDamageCap = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 ;**Careful with these damage types -- because area damage types will already ;**damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to End Behavior = BaseRegenerateUpdate ModuleTag_05 ;No data End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes NaturalTurretPitch = 1 GroundUnitPitch = 40 MinPhysicalPitch = -20 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = GarrisonContain ModuleTag_07 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes DamagePercentToUnits = 100% IsEnclosingContainer = No End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 26.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End [/quote] When adding the upgrade button or any OCL to make it work you have to add this code too [code=plain] Behavior = ProductionUpdate ModuleTag_07 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End [/code] Just change the quantity to 999 if you don't like to have the drone limit.

Posted by: mr_hymn_ - Saturday, May 13, 2017 12:13:57 PM
[quote=elliesy;144916][img=http://i.imgur.com/qWx6NdN.png]Special tnx to my fellow modders to push my limits[/img] . . . . Im done but my problem now is i need alot of drone for my Jarmenkell . . Please Help Gnerals How do i do it ..?:D . . Happy modding ..:D[/quote] If you boring to keep click upgrading to build each done in jarmenkell you should try auto upgrade like below sample. Learn from it. [code=plain] Behavior = GrantUpgradeCreate ModuleTag_Upgrade UpgradeToGrant = Upgrade_AmericaBattleDrone End Behavior = ObjectCreationUpgrade ModuleTag_05 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone End [/code] The GrantUpgradeCreate will auto upgrade any upgrades you put in. So my command center will auto upgrade everything. [code] Behavior = GrantUpgradeCreate ModuleTag_010 UpgradeToGrant = Upgrade_CostReduction End Behavior = GrantUpgradeCreate ModuleTag_011 UpgradeToGrant = Upgrade_ChobhamArmor End Behavior = GrantUpgradeCreate ModuleTag_012 UpgradeToGrant = Upgrade_HardenedSteelArmor End Behavior = GrantUpgradeCreate ModuleTag_013 UpgradeToGrant = Upgrade_AmericaDroneArmor End Behavior = GrantUpgradeCreate ModuleTag_014 UpgradeToGrant = Upgrade_AmericaCompositeArmor End Behavior = GrantUpgradeCreate ModuleTag_015 UpgradeToGrant = Upgrade_AmericaAdvancedTraining End Behavior = GrantUpgradeCreate ModuleTag_016 UpgradeToGrant = Upgrade_AmericaSentryDroneGun End Behavior = GrantUpgradeCreate ModuleTag_017 UpgradeToGrant = Upgrade_SelfRepair End Behavior = GrantUpgradeCreate ModuleTag_018 UpgradeToGrant = Upgrade_AmericaChemicalSuits End Behavior = GrantUpgradeCreate ModuleTag_019 UpgradeToGrant = Upgrade_InfantryCaptureBuilding End Behavior = GrantUpgradeCreate ModuleTag_020 UpgradeToGrant = Upgrade_AmericaBunkerBusters End Behavior = GrantUpgradeCreate ModuleTag_021 UpgradeToGrant = Upgrade_AmericaCountermeasures End Behavior = GrantUpgradeCreate ModuleTag_022 UpgradeToGrant = Upgrade_AmericaLaserMissiles End Behavior = GrantUpgradeCreate ModuleTag_023 UpgradeToGrant = Upgrade_ComancheRocketPods End Behavior = GrantUpgradeCreate ModuleTag_024 UpgradeToGrant = Upgrade_AmericaTOWMissile End Behavior = GrantUpgradeCreate ModuleTag_025 UpgradeToGrant = Upgrade_AmericaRangerFlashBangGrenade End Behavior = GrantUpgradeCreate ModuleTag_026 UpgradeToGrant = Upgrade_AmericaSupplyLines End Behavior = GrantUpgradeCreate ModuleTag_027 UpgradeToGrant = Upgrade_GLABuggyAmmo End Behavior = GrantUpgradeCreate ModuleTag_028 UpgradeToGrant = Upgrade_GLAAPBullets End Behavior = GrantUpgradeCreate ModuleTag_029 UpgradeToGrant = Upgrade_GLAJunkRepair End Behavior = GrantUpgradeCreate ModuleTag_030 UpgradeToGrant = Upgrade_GLAAPRockets End Behavior = GrantUpgradeCreate ModuleTag_031 UpgradeToGrant = Upgrade_GLACamouflage End Behavior = GrantUpgradeCreate ModuleTag_032 UpgradeToGrant = Upgrade_NanoShells End Behavior = GrantUpgradeCreate ModuleTag_033 UpgradeToGrant = Upgrade_GLAToxinShells End Behavior = GrantUpgradeCreate ModuleTag_034 UpgradeToGrant = Upgrade_GLAAnthraxBeta End Behavior = GrantUpgradeCreate ModuleTag_035 UpgradeToGrant = Upgrade_GLAScorpionRocket End Behavior = GrantUpgradeCreate ModuleTag_036 UpgradeToGrant = Upgrade_ChinaChainGuns End [/code] So when my command center is built everything is ready without waiting. In my list I forgot to add auto upgrade some GLA upgrades. Don't copy my code entirely you will end up with a game crash because some of my upgrades are not exist in vanilla. They're made by me.

Posted by: elliesy - Saturday, May 13, 2017 9:18:37 PM
[img=http://i.imgur.com/HFcb922.png]Special tnx to: Annihilationzh .acidbrain. MrHymn. Adrianemapmaker[/img] . . Im done but i like to may drone control it and make a special ability like sniping, granade launcher , denonator ,cash hack , capturing building . . . it is possible or not...:D What do you think Generals ..:D

Posted by: AdrianeMapMaker - Saturday, May 13, 2017 10:30:38 PM
well i think change the "kind of" of the "jarmens"battledrone and add the word "SELECTABLE"

Posted by: mr_hymn_ - Sunday, May 14, 2017 12:02:09 AM
I made 1 step further. I am scaling the comanche to the 30% of the actual size and make it become a drone. I think it's better because of the vulcan gun and missile. And I made it able to fight air unit too. I love it more than just battle or scout drone. Also I gave the comanche drone have a quick speed, scout and able to repair. As below photo my dozer I am modified from Sentry drone it's quicker and smaller and it's 100% stealth without condition even attacking so the only way to kill it must use stealth detector. And my comanche drone have point defense laser to destroy the incoming missile. [img]http://i.imgur.com/K4a2FKN.jpg[/img] I did not make my dozer drone spawn more than 2 comanche drone because the OPness.

Posted by: mr_hymn_ - Sunday, May 14, 2017 12:03:24 AM
I can even make a ground unit drone but it's annoying and not as useful as air unit.

Posted by: elliesy - Sunday, May 14, 2017 1:51:20 AM
I have a problem for this . . i have alot of drone for my Jarmenn now in the battle im shock when i see the tank of USA have alot of DRONE too . . what the Hel...:D Happy modding generals ..:D . . i don't know how to make an exception..:D

Posted by: mr_hymn_ - Sunday, May 14, 2017 12:03:53 PM
because editing the vanilla code will effect all kind of units that using it. Most case we have to make a separate command to avoid the AI using it. if you know how to deal with a drone you can even make your own drone that indestructible. My drone is unattackable and will last until the host die.

Posted by: elliesy - Sunday, May 14, 2017 7:48:24 PM
thx for this Mr. Hymn for my Immortal JarmenKell but how about my plan " What is next .." [img=http://i.imgur.com/SszuJB4.png]Special Tnx to: Mrhymn .... tnx again my mentor[/img] . . . Happy modding ..:D . [code=cpp] ; Put this Under in Engineering Parameters ;Body = ActiveBody ModuleTag_02 Body = ImmortalBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End [/code]

Posted by: mr_hymn_ - Monday, May 15, 2017 1:40:33 AM
Its your choice. If you want your jarmy being like angry mob that will be a little harder part but it's fun. Think about 5 Jarmy in 1 group as a mob.

Posted by: elliesy - Monday, May 15, 2017 2:42:01 AM
[quote=Mr_Hymn_;144991]Its your choice. If you want your jarmy being like angry mob that will be a little harder part but it's fun. Think about 5 Jarmy in 1 group as a mob.[/quote] Hint: Please .. Sir hymn

Posted by: mr_hymn_ - Monday, May 15, 2017 3:40:52 AM
Hint : Look at angry mob nexus, you will see what it's actually spawn, change spawntemplate name to your jarmy and your angry mob will be jarmy team lol