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.

Posted by: Unknown Editor - Wednesday, October 18, 2017 10:20:16 PM
[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 #### ;#############################