Posted by: CnCGeneralsAddict - Thursday, June 11, 2009 1:15:49 PM
I found the "QuantityModifier = " line in the Chinese Barracks code, that allows 2 Red Guard to appear after clicking ONCE on the Red Guard button. How do I make this work for a Chinese War Factory? [code] Behavior = ProductionUpdate ModuleTag_XX QuantityModifier = ChinaTankBattlemaster 2 End [/code]

Posted by: CommieDog - Friday, June 12, 2009 5:33:17 AM
I think it should work.

Posted by: Annihilationzh - Friday, June 12, 2009 5:48:00 AM
Why are you asking us instead of trying it out for yourself?

Posted by: Drummin - Friday, June 12, 2009 9:48:26 AM
I agree, let us know how you do with it.

Posted by: Annihilationzh - Saturday, June 13, 2009 10:54:38 AM
The problem likely lies with creating a new ProductionUpdate when it already has one. Remove the one that you added & change the original one from: [code] Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 1 DoorOpeningTime = 4000 ;in mSeconds DoorWaitOpenTime = 2000 ;in mSeconds DoorCloseTime = 5000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End[/code] into this: [code] Behavior = ProductionUpdate ModuleTag_12 QuantityModifier = ChinaTankBattleMaster 2 NumDoorAnimations = 1 DoorOpeningTime = 4000 ;in mSeconds DoorWaitOpenTime = 2000 ;in mSeconds DoorCloseTime = 5000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End[/code] This worked fine on my computer.

Posted by: CnCGeneralsAddict - Sunday, June 14, 2009 4:09:08 PM
I've finally got it to work. I am using the following lines to release 2 Battlemasters at one time: [code] Behavior = ProductionUpdate ModuleTag_12 QuantityModifier = ChinaTankBattleMaster 2 NumDoorAnimations = 2 ;the number must be at least 2 in order for QuantityModifier to work. DoorOpeningTime = 4000 DoorWaitOpenTime = 2000 DoorCloseTime = 5000 ConstructionCompleteDuration = 1500 End [/code]

Posted by: Sky Demon - Saturday, July 4, 2009 10:07:04 AM
Doesn't the use of the QuantityModifier cause problems when two units are created on top of each other? Surely if you were to change the number to anything higher than 2 they would get stuck ontop of each other or jammed in the factory?

Posted by: Annihilationzh - Saturday, July 4, 2009 11:01:30 AM
The way Generals works, not much can get stuck. Units can go through each other, but try to avoid it. I'll never understand why he thought that setting NumDoorAnimations to 2 would make any difference. It's pure superstition. The war factory doesn't have two doors to animate and the code works fine without the pointless change.

Posted by: CommieDog - Saturday, July 4, 2009 2:36:34 PM
[quote=Sky Demon]Doesn't the use of the QuantityModifier cause problems when two units are created on top of each other? Surely if you were to change the number to anything higher than 2 they would get stuck ontop of each other or jammed in the factory?[/quote] The China Barracks's ProductionUpdate module has a ExitDelay= flag that is commented to indicate that it helps with the multiple Red Guards. If it was that big of an issue, I suppose you could use it.

Posted by: garek007 - Wednesday, January 28, 2026 10:12:15 AM
[quote=Annihilationzh;110412]The problem likely lies with creating a new ProductionUpdate when it already has one. Remove the one that you added & change the original one from: [code] Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 1 DoorOpeningTime = 4000 ;in mSeconds DoorWaitOpenTime = 2000 ;in mSeconds DoorCloseTime = 5000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End[/code] into this: [code] Behavior = ProductionUpdate ModuleTag_12 QuantityModifier = ChinaTankBattleMaster 2 NumDoorAnimations = 1 DoorOpeningTime = 4000 ;in mSeconds DoorWaitOpenTime = 2000 ;in mSeconds DoorCloseTime = 5000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End[/code] This worked fine on my computer.[/quote] This fixed it for me as well. I was able to get two Humvees as the Air Force General.