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]
???
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
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.