Posted by: fleetatks - Wednesday, August 30, 2006 4:45:50 PM
I'm trying to give the unit "horse drawn carriage" the overlord locomotor, because it's default is basic car locomotor & that makes it way to fast. I'm sure all the codes are correct, but it doesn't work (crashes map) I think it's something to do with the mass of the unit, or the set wander and set panic locomotors. I've tried it with all 3 overlord, but that didnt work, so I put it back and still not. Code is below, please help.
[size=2] Object HorseDrawnCart
ReplaceModule ModuleTag_10
Locomotor = SET_NORMAL OverlordLocomotor
Locomotor = SET_WANDER WanderCarLocomotor
Locomotor = SET_PANIC PanicCarLocomotor
Behavior = PhysicsBehavior ModuleTag_10_override
Mass = 30.0
End
End
End[/size]
Posted by: Sagi - Wednesday, August 30, 2006 6:19:57 PM
What's the problem? Go to the Locomotor.ini and copy the car locomotor lines, panic or whatever... change the name of it to something other than "PanicCarLocomotor" or whatever it says (just make sure your new entered name isn't already used in that file) and change whatever you wish in that locomotor. There! you have a new uniqe locomotor for your unit. Now just use the new locomotor's name where it needs to be used.
If you changed too much and it won't work. Go back and reset the locomotor back to its original CarSomethingLocomotor and try again. [wink]
Posted by: fleetatks - Thursday, August 31, 2006 3:26:18 PM
[quote=Sagi]
What's the problem? [/quote]
I don't know, put it in a map folder and see for your self.
[quote]Go to the Locomotor.ini and copy the car locomotor lines... [/quote]
If I do that then all my cars that are on the map will be slow too, I just want this unit to be slow.
For some reason the last "end" looks weird here, and I think maybe it needs only 2 ends or maybe 4?
Posted by: CommieDog - Thursday, August 31, 2006 5:00:49 PM
I'm thinking that the problem may be the stray "ReplaceModule ModuleTag_10" line. Locomotors are not attached to any module (though they are dependent on an AI module being defined beforehand), so there should be no ReplaceModule declared before it.
Posted by: fleetatks - Friday, September 1, 2006 7:11:03 PM
That didn't work either, If you have any time on your hands could you check it out for me? I'm not sure what I'm doing wrong.
Posted by: CommieDog - Friday, September 1, 2006 8:32:28 PM
I'm not any good with Map.ini, unfortunately.
Posted by: Flip1299 - Saturday, September 2, 2006 12:57:55 AM
in all cases that i've seen, the AI update is replaced before the new locomotor is specified (even if there is no difference between the AI Updates). like this:
[code]Object HorseDrawnCart
ReplaceModule ModuleTag_09
Behavior = AIUpdateInterface ModuleTag_09_Override
End
Locomotor = SET_NORMAL OverlordLocomotor
Locomotor = SET_WANDER WanderCarLocomotor
Locomotor = SET_PANIC PanicCarLocomotor
ReplaceModule ModuleTag_10
Behavior = PhysicsBehavior ModuleTag_10_override
Mass = 30.0
End
End[/code]
Posted by: fleetatks - Saturday, September 2, 2006 10:33:40 AM
:( still not working. I'm not sure if I need to replace module 9, because I'm not really changing anything in it's coding inside the end's. I am still willing for any advice.
Posted by: Flip1299 - Saturday, September 2, 2006 2:08:14 PM
i've done a bit of research, try this:
[code]Object HorseDrawnCart
ReplaceModule ModuleTag_09
Behavior = AIUpdateInterface ModuleTag_09_Override
End
End
Locomotor = SET_NORMAL OverlordLocomotor
Locomotor = SET_WANDER WanderCarLocomotor
Locomotor = SET_PANIC PanicCarLocomotor
ReplaceModule ModuleTag_10
Behavior = PhysicsBehavior ModuleTag_10_override
Mass = 30.0
End
End
End[/code]