Posted by: SkyMix_RMT - Wednesday, October 11, 2017 2:37:42 PM
So guys, if you are making a map.ini or have one, here's a very important tip:
Never use "ReplaceModule".
Always use "RemoveModule" then "AddModule", "why" you ask?
Well, my entire map.ini for operation kihill beach only used replacemodules, and it works fine. But not always. Sometimes the game will just randomly crash for no reason, sometimes you can't load saves. Sometimes it's unplayable. Untill I deleted every "RemoveModule" and replaced it with "RemoveModule" then "AddModule".
These random crashes have been hapening on my map for almost a year, and I, finnaly. FIXED THE GOD DAMN MAP!
Which means that whoever applied for play testing my map will get their copies soon!! ^-^
Enjoy and happy mapping/modding generals!!!
Posted by: AdrianeMapMaker - Sunday, October 15, 2017 7:42:11 PM
thanks for the note
Posted by: Rrtaya_tsamsiyu - Monday, October 16, 2017 11:59:19 AM
Interesting find.
Also, language
Posted by: Annihilationzh - Monday, October 16, 2017 3:02:56 PM
Yup. I mentioned that replace modules were a bad idea in my intro to map.ini
Replace modules take up a lot of unnecessary space, and causes a lot of crashes.
Posted by: i^love^mixery - Tuesday, October 17, 2017 8:10:13 PM
It's a nice feeling to finally fixing a really annoying bug, isn't it? ;)
All the more if it seems fully sporadic.
Posted by: Unknown Editor - Wednesday, October 18, 2017 5:53:10 AM
Don't wanna battle with a high amount of People ...
But for one thing , are you sure ?
I mean I have 95kb INI in which I have used "ReplaceModule" whenever Possible but never got any Random Crashes in this about 5 Months of making my Map .
Sometimes even by Scripts but not INI .
Untile ONCE :
I was Using a Mod (Advanced AI) in which I would take a Random crash once in a while in my Map !
Posted by: SkyMix_RMT - Wednesday, October 18, 2017 8:31:12 AM
[quote=Unknown Editor;146517]I have 95kb INI in which I have used "ReplaceModule"[/quote]
the INI for Kihill Beach is 185 KB, maybe it starts crashing only when you hit a certain size?
Posted by: Annihilationzh - Wednesday, October 18, 2017 8:41:25 AM
[quote=Unknown Editor;146517]I mean I have 95kb INI in which I have used "ReplaceModule" whenever Possible but never got any Random Crashes in this 3.5 Months of making my Map[/quote]
It depends on the individual module. Some modules won't crash at all, some crash on startup, others just make the game unstable.
I haven't tested it in years, but IIRC health modules crash every time.
[code=csharp]; INI Index List :
; 1.0: SOUND
; 1.1: Music Tracks
; 1.2: Speech Dialogs
; 1.3: Sound Events
; 2.0: OCL
; 2.1: Object Creation List
; 2.2: Special Power
; 3.0: COMMAND BUTTON
; 3.1: Default
; 3.2: Mapped Images
; 4.0: COMMAND SET
; 4.1: Default
; 4.2: Remove Command Buttons
; 4.3: Special Power Shortcut
; 4.4: Generals Science Buttons
; 4.5: Generals Sciences
; 5.0: WEAPON
; 5.1: Machine Gun
; 5.2: Explotion
; 6.0: LOCOMOTOR
; 6.1: Ground
; 6.2: Water
; 7.0: PARTICLE
; 7.1: FXList
; 7.2: Objects
; 8.0: OBJECT
; 8.1: Custom Buildings
; 8.2: Custom Units
; 8.3: Custom Props
; 8.4: CINE Units
; 8.5: Commanders
; 8.6: Reveal Objects
; 8.7: Build Limitations
; 8.8: Crates Data
; 9.0: PLAYER & MAP
; 9.1: Player Templates
; 9.2: Train[/code]
Posted by: BacardiCoke - Saturday, October 21, 2017 6:03:10 AM
;###############################
; #### 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 ####
;#############################
Posted by: SkyMix_RMT - Saturday, October 21, 2017 8:18:06 AM
;###############################
; #### 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 ####
;#############################