Thread: Two Problems
View Single Post
Old 04-21-2006, 12:59 PM   #3 (permalink)
Jarmonator
Junior Member
 
Join Date: Feb 2006
Posts: 21
Default

Thankyou very much for helping. The infantry problem is solved but the structure problem is still; I've done the changes like you said: added the behaviour modules into the structure's modules and FS_SUPPLY_CENTER into "KindOf" -part. The trucks doesn't seem to be able to unload their cargo for some kind of illogical reason.

Here's the code I've fixed:

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = FS_SUPPLYCENTER PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES

Body = StructureBody ModuleTag_07
MaxHealth = 3500.0
InitialHealth = 3500.0
End

Behavior = PreorderCreate ModuleTag_PreorderCreate
End

Behavior = ProductionUpdate ModuleTag_08
NumDoorAnimations = 1
DoorOpeningTime = 1500 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 1500 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_09
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RadarUpdate ModuleTag_10
RadarExtendTime = 2000 ;in mSeconds
End

Behavior = DestroyDie ModuleTag_11
;nothing
End
Behavior = CreateObjectDie ModuleTag_12
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_13
DeathFX = FX_StructureMediumDeath
End

Behavior = RadarUpgrade ModuleTag_14
TriggeredBy = Upgrade_ChinaRadar
End

Behavior = GenerateMinefieldBehavior ModuleTag_15
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
End

Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
End

Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponArtilleryBarrage
UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
OCL = SUPERWEAPON_ArtilleryBarrage1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End

Behavior = OCLSpecialPower ModuleTag_18
SpecialPowerTemplate = SuperweaponClusterMines
OCL = SUPERWEAPON_ClusterMines
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End

Behavior = OCLSpecialPower ModuleTag_19
SpecialPowerTemplate = SuperweaponEMPPulse
OCL = SUPERWEAPON_EMPPulse
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End

Behavior = CashHackSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponCashHack
UpgradeMoneyAmount = SCIENCE_CashHack3 4000
UpgradeMoneyAmount = SCIENCE_CashHack2 2000
MoneyAmount = 1000 ; amount of money to steal
End
Behavior = OCLSpecialPower ModuleTag_21
SpecialPowerTemplate = SuperweaponEmergencyRepair
UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
OCL = SUPERWEAPON_RepairVehicles1
CreateLocation = CREATE_AT_LOCATION
End

Behavior = FlammableUpdate ModuleTag_23
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = SupplyCenterDockUpdate ModuleTag_22
AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside
NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
End

Behavior = SupplyCenterCreate ModuleTag_25
;nothing

Behavior = SupplyCenterProductionExitUpdate ModuleTag_26
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End

Behavior = TransitionDamageFX ModuleTag_24
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Geometry = BOX
FactoryExitWidth = 25
GeometryMajorRadius = 60.0
GeometryMinorRadius = 63.0
GeometryHeight = 36.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End
Jarmonator is offline   Reply With Quote