Posted by: lechibaw - Sunday, December 3, 2017 10:46:18 AM
differents units inside? how is it possible please? ex: a humvee with four missile defender and one pathfinder inside from start I know there's a code line "InitialPayload=missiledefender 4" but for add the pathfinder? thanks :)

Posted by: Zatsupachi - Sunday, December 3, 2017 12:40:08 PM
Then, don't use InitialPayload. load them in as OCL. [code] ObjectCreationList PutInVehicle_OCL CreateObject ObjectNames = Unit1 Count = 4 ContainInsideSourceObject = Yes End CreateObject ObjectNames = Unit2 Count = 1 ContainInsideSourceObject = Yes End End [/code] add these lines to your object [code] Behavior = GrantUpgradeCreate ModuleTag_Upgrade UpgradeToGrant = Upgrade_AmericaAdvancedControlRods End Behavior = ObjectCreationUpgrade ModuleTag_LoadCrew UpgradeObject = PutInVehicle_OCL TriggeredBy = Upgrade_AmericaAdvancedControlRods End [/code]

Posted by: Jundiyy - Saturday, December 9, 2017 3:16:22 AM
How come initialpayload doesn't work here? I have a similar thing with my supply stash and it works Behavior = SpawnBehavior ModuleTag_12 SpawnNumber = 1 SpawnReplaceDelay = 9999 SpawnTemplateName = GLAVehicleSupplyTruck SpawnTemplateName = GLAInfantryWorker OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End That works but when I tried it for the Humvee it didn't. InitialPayload = AmericaInfantryMissileDefender 3 InitialPayload = AmericaInfantryRanger 1 InitialPayload = AmericaInfantryPathfinder 1

Posted by: Annihilationzh - Saturday, December 9, 2017 11:39:24 AM
[quote=Zatsupachi;146800][code] Behavior = GrantUpgradeCreate ModuleTag_Upgrade UpgradeToGrant = Upgrade_AmericaAdvancedControlRods End[/code][/quote] IIRC that'll crash save games if it's a unit. It would be better use a global upgrade that the player starts with. [quote=Jundiyy;146825]How come initialpayload doesn't work here? I have a similar thing with my supply stash and it works[/quote] Different modules have different functionality. SpawnBehavior is designed to work with the angry mob, which has multiple different units in it. InitialPayload has no reason to process multiple units.

Posted by: zzc - Monday, March 12, 2018 9:21:24 PM
TransportContain [module requires ExitStartN and ExitEndN bones defined unless over-ridden by ExitBone definition and allows the use of SoundEnter And SoundExit UnitSpecificSounds ] [h]InitialPayload = [object name integer, multiple statements can be used][/h] End But what does multiple statements mean?? I tried unit1 2, unit2 2 and it only processed the 1st unit. Just curious.

Posted by: klingondragon - Tuesday, March 13, 2018 8:32:55 AM
I'd try without the comma. [code]InitialPayload = Name # Name #[/code] pretty sure I saw this somewhere before.

Posted by: zzc - Tuesday, March 13, 2018 8:51:30 AM
Nope that didnt work, only processed the 1st entry.

Posted by: SkyMix_RMT - Tuesday, March 13, 2018 11:33:30 AM
Maybe try with ":", ";", "_", or "-".

Posted by: Zatsupachi - Tuesday, March 13, 2018 4:43:05 PM
None of that will work. InitialPayload is literally just the object entry and integer.

Posted by: SkyMix_RMT - Tuesday, March 13, 2018 5:32:10 PM
Maybe it doesn't use the format: [code=plain]InitialPayload = Name # Name #[/code] It might be [code=plain]InitialPayload = Name Name # #[/code] ???

Posted by: Unknown Editor - Wednesday, March 14, 2018 11:08:07 PM
NO way , then what if someone wants to use more than 2 units ? It must be the following : (While I'm sure it was an upcoming format for a version which has never been RELEASED) [code=plain] InitialPayload = UnitName # +UnitName # ; or : InitialPayload = UnitName # &UnitName # [/code] [grin]

Posted by: SkyMix_RMT - Thursday, March 15, 2018 5:18:33 AM
[quote=Unknown Editor;147249]NO way , then what if someone wants to use more than 2 units ?[/quote] [code=plain] InitialPayload = Name Name Name # # # [/code]

Posted by: klingondragon - Thursday, March 15, 2018 9:35:20 PM
Got It: [code=plain] Behavior = TransportContain ModuleTag_05a PassengersAllowedToFire = Yes Slots = 1 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY InitialPayload = AmericaInfantryPathfinder 1 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 Behavior = TransportContain ModuleTag_05b PassengersAllowedToFire = Yes Slots = 4 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY InitialPayload = AmericaInfantryMissileDefender 4 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 [/code] 1 pathfinder and 4 missile defenders in a Humvee.

Posted by: zzc - Thursday, March 15, 2018 10:25:51 PM
I was just about to try adding extra modules but got sidetracked by my map problem.

Posted by: zzc - Friday, March 16, 2018 6:15:23 AM
Behavior = TransportContain ModuleTag_06a PassengersAllowedToFire = Yes Slots = 3 InitialPayload = ChinaInfantryTankHunter2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06b PassengersAllowedToFire = Yes Slots = 3 InitialPayload = Infa_ChinaInfantryMiniGunner2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06c PassengersAllowedToFire = Yes Slots = 4 InitialPayload = Chem_GLAInfantryRebel2 4 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End

Posted by: klingondragon - Friday, March 16, 2018 6:31:27 AM
Add the transport buttons to the commandset.

Posted by: zzc - Friday, March 16, 2018 7:35:44 AM
CommandSet Infa_ChinaListeningOutpostCommandSet2 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_TransportExit 10 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End What am I missing?

Posted by: klingondragon - Friday, March 16, 2018 8:20:27 AM
That commandset doesn't match the screenshot.

Posted by: zzc - Friday, March 16, 2018 8:28:56 AM
Object Infa_ChinaVehicleListeningOutpost2 ; *** ART Parameters *** SelectPortrait = NVLOutpost_L ButtonImage = NVLOutpost UpgradeCameo1 = Upgrade_ChinaSubliminalMessaging UpgradeCameo2 = Upgrade_AmericaCompositeArmor UpgradeCameo3 = Upgrade_ChinaNuclearTanks UpgradeCameo4 = Upgrade_GLAJunkRepair Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = IRFX ConditionState = NONE Model = NVLOUTPOST End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_D End ConditionState = RUBBLE Model = NVLOUTPOST_D1 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. End Draw = W3DModelDraw ModuleTag_33 OkToChangeModelColor = Yes ConditionState = NONE Model = NVLOUTPOST_B Animation = NVLOUTPOST_B.NVLOUTPOST_B AnimationMode = LOOP TransitionKey = Trans_Deployed End ConditionState = REALLYDAMAGED Model = NVLOUTPOST_BD Animation = NVLOUTPOST_BD.NVLOUTPOST_BD AnimationMode = LOOP TransitionKey = Trans_Deployed_ReallyDamaged End ConditionState = MOVING Model = NVLOUTPOST_A Animation = NVLOUTPOST_A.NVLOUTPOST_A AnimationMode = LOOP TransitionKey = Trans_Moving End ConditionState = REALLYDAMAGED MOVING Model = NVLOUTPOST_AD Animation = NVLOUTPOST_AD.NVLOUTPOST_AD AnimationMode = LOOP TransitionKey = Trans_Moving_ReallyDamaged End ConditionState = RUBBLE Model = NONE End AliasConditionState = RUBBLE MOVING ;**** PACKING AND UNPACKING MODES *** TransitionState = Trans_Moving Trans_Deployed Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE End TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE End TransitionState = Trans_Deployed Trans_Moving Model = NVLOUTPOST_C Animation = NVLOUTPOST_C.NVLOUTPOST_C AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged Model = NVLOUTPOST_CD Animation = NVLOUTPOST_CD.NVLOUTPOST_CD AnimationMode = ONCE_BACKWARDS End End ; ***DESIGN parameters *** DisplayName = OBJECT:AssaultListeningOutpost Side = ChinaInfantryGeneral EditorSorting = VEHICLE TransportSlotCount = 8 ;This means, 'how many seats do I occupy in another transport.' WeaponSet Conditions = None Weapon = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon2 End ArmorSet Conditions = None Armor = UpgradedTankArmor DamageFX = TankDamageFX End BuildCost = 4400 BuildTime = 10.0 ;in seconds VisionRange = 500 ShroudClearingRange = 500 Prerequisites Object = AmericaWarFactory2 End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Infa_ChinaListeningOutpostCommandSet2 ; *** AUDIO Parameters *** VoiceSelect = ListeningOutpostVoiceSelect VoiceMove = ListeningOutpostVoiceMove VoiceGuard = ListeningOutpostVoiceMove VoiceAttack = ListeningOutpostVoiceAttack SoundMoveStart = RadarVanMoveStart SoundMoveStartDamaged = RadarVanMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ListeningOutpostVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound ;RocketBuggyLand TruckPowerslideSound = NoSound ;RocketBuggyPowerslide VoiceCrush = NoSound VoiceUnload = NoSound ; nothing recorded VoiceEnter = ListeningOutpostVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; 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 = 590 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 600 ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ; PingSound = IRPing ; LoudPingSound = IRPingLoud ; IRParticleSysName = IRDetectSonar ; IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End Behavior = TransportAIUpdate ModuleTag_99 AutoAcquireEnemiesWhenIdle = No ; let the contained do it for themselves End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 2000 ; msec StealthForbiddenConditions = MOVING RIDERS_ATTACKING FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Locomotor = SET_NORMAL ListeningOutpostLocomotor Locomotor = SET_NORMAL_UPGRADED FastListeningOutpostLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 90.0 End Behavior = TransportContain ModuleTag_06a PassengersAllowedToFire = Yes Slots = 3 InitialPayload = ChinaInfantryTankHunter2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06b PassengersAllowedToFire = Yes Slots = 3 InitialPayload = Infa_ChinaInfantryMiniGunner2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06c PassengersAllowedToFire = Yes Slots = 4 InitialPayload = Chem_GLAInfantryRebel2 4 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1789 FX = INITIAL FX_SupplyTruckExplosionOneFinal OCL = INITIAL OCL_InitialListeningOutpostDebris FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_FinalListeningOutpostDebris End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = PropagandaTowerBehavior ModuleTag_13 Radius = 300 DelayBetweenUpdates = 1000 ; in milliseconds HealPercentEachSecond = 5% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 10% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates AffectsSelf = Yes ; Needs this since Tower is not seperate object for Emperor End Behavior = MaxHealthUpgrade ModuleTag_14 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 600.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = LocomotorSetUpgrade ModuleTag_15 TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = PointDefenseLaserUpdate ModuleTag_16 WeaponTemplate = PaladinPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE SecondaryTargetTypes = INFANTRY ScanRate = 500 ScanRange = 120.0 PredictTargetVelocityFactor = 3.0 End Behavior = AutoHealBehavior ModuleTag_17 HealingAmount = 16 HealingDelay = 125 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = AutoHealBehavior ModuleTag_20 HealingAmount = 32 HealingDelay = 125 ; msec Radius = 300.0f StartsActive = Yes KindOf = INFANTRY End Behavior = AutoHealBehavior ModuleTag_21 HealingAmount = 40 HealingDelay = 125 ; msec Radius = 300.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT ;SkipSelfForHealing = Yes End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End

Posted by: zzc - Friday, March 16, 2018 8:33:46 AM
Behavior = TransportContain ModuleTag_06a PassengersAllowedToFire = Yes [h] Slots = 10[/h] InitialPayload = ChinaInfantryTankHunter2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06b PassengersAllowedToFire = Yes [h] Slots = 10[/h] InitialPayload = Infa_ChinaInfantryMiniGunner2 3 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End Behavior = TransportContain ModuleTag_06c PassengersAllowedToFire = Yes [h] Slots = 10[/h] InitialPayload = Chem_GLAInfantryRebel2 4 ;InitialPayload = ChinaInfantryTankHunter2 5 Infa_ChinaInfantryMiniGunner2 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY 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 ArmedRidersUpgradeMyWeaponSet = Yes End

Posted by: klingondragon - Friday, March 16, 2018 8:40:41 AM
I forgot nothing. I copied the exact code that worked in my game. I believe you are making lots of changes almost simultaneously. You're essentially modding a mod of a mod. Any number of things could be different.

Posted by: zzc - Friday, March 16, 2018 9:40:33 AM
Well I put 10 slots and got all 10 units.... oh well.