A few things.
Okay superior coders and modders, I've got some questions:
1. Is it possible to make the Troop Crawler be built with different infantry, lets say, 5 Red Guards and 3 Tank Hunters?
I know that the parameter
InitialPayload = ChinaInfantryRedguard 8
of
Behavior = TransportContain ModuleTag_06
should be the key, but I don't know how (if possible) to make different infantry spawn with the unit.
2. I gave the chinese MiG two weapons - 4 air-to-air missiles and 4 anti-tank missiles (the AAMs are strictly usable only againts aircraft, and the ATMs - only against ground targets). Both of these weapons have "ShowsAmmoPips = Yes" in their respective weapon codes, but the aircraft itself has only 4 ammo pips shown near it. So my question - is it possible to make both weapons' ammo pips be shown?
3. I am trying to render the Missile Defender so that he is unable to shoot infantry (now that he reloads longer, he shouldn't be wasting rockets againt them).
In the "PreferredAgainst" parameter I inserted "VEHICLE STRUCTURE", but, of course, that didn't help, as it doesn't forbid the guy from shooting at infantry.
After examining the Weapon Set of the comanche, I tried giving him a second (actually, TERTIARY, as the second is his Laser guided one) "dummy" weapon, that's preferred against infantry, yet does not cause any real damage. Alas, that didn't solve the problem either. Maybe I did something wrong...
Could there be a parameter like the "AntiGround" or "AntiAirborneInfantry", that forbids the weapon to be fired at ground-based infantry?
4. Is there a way to make a delay between the moment you press the exit button of the Tunnel Network and the moment the units exit? I want to make this whole tunnel network thing more realistic - the time delay should somewhat resemble the "travelling" underground.
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