Posted by: elliesy - Thursday, May 11, 2017 6:57:19 AM
Please Help Generals..:D tnx
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Happy Happy modding ..:D
Posted by: mr_hymn_ - Thursday, May 11, 2017 6:59:09 AM
[quote=elliesy;144855]Please Help Generals..:D tnx
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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]
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Ads Ayoko gusto ko may katulong ..:D isa pa dagdag kailaman din to para sa mga newbie na modders
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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
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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]
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Im done but my problem now is
i need alot of drone for my Jarmenkell
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Please Help Gnerals How do i do it ..?:D
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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
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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]
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Im done but my problem now is
i need alot of drone for my Jarmenkell
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Please Help Gnerals How do i do it ..?:D
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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]
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Im done but i like to may drone control it
and make a special ability like sniping, granade launcher ,
denonator ,cash hack , capturing building
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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
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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
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what the Hel...:D
Happy modding generals ..:D
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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]
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Happy modding ..:D
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[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