Thread: Harvester
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Old 11-21-2005, 09:28 AM   #6 (permalink)
Dibelius
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Join Date: Jun 2003
Location: Germany
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Quote:
Originally Posted by ssanzing";p=&quot View Post
Simply add supply center codes into unit code.
(Kindof + Modules)
Those harvesters don't unload onto each other,
but they just pop the supply into money

unfortunately, this only works for human players.
AI needs supply center.
but I already tried that and this doesn't work. The harvesters return to base when they're full and want to unload anywhere.
I also could add the supply center entries to my HQ but I when I did so I could not give the order to my harvester that it should unload it's supplies.

Here the template for HQ:
KindOf = PRELOAD STRUCTURE IMMOBILE UNATTACKABLE FS_SUPERWEAPON FS_TECHNOLOGY FS_SUPPLY_CENTER FS_FACTORY SELECTABLE SCORE_CREATE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT IMMUNE_TO_CAPTURE CAN_ATTACK FS_AIRFIELD COMMANDCENTER CASH_GENERATOR
(and the 3 module tags of supply center)

I guess, some KindOf's maybe deactivate each other...


Here the template for Harvester:
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SALVAGER SCORE CASH_GENERATOR FS_SUPPLY_CENTER
(and the 3 module tags of supply center)

nothing happens...


The point that it works only for human players is not important, cause the mod can only be played by humans. The AI faction doesn't have such units.
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