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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-17-2004, 07:37 AM   #1 (permalink)
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Default Infantry Squads need help debugging

Hi Guys,
I'm making a mod for zero hour and I'm currently working on the InfantryGeneral, I'm making it so he can with a science build squads of infantry like how the vanilla china general gets two red guard when built. I have determined that the only way to achieve this is to make a copy of the minigunner and have this unit when created do a singleshot spawn and make two original minigunners. I'm currently testing this and have got it to the stage where a standard minigunner will spawn two tank hunters when created.

Here is the code for this in the minigunner:
Code:
  Behavior            = SpawnBehavior ModuleTag_23
    SpawnNumber       = 2
    SpawnTemplateName = Infa_ChinaInfantryTankHunter
    OneShot           = Yes
    AggregateHealth   = No
    SpawnedRequireSpawner = No
    SlavesHaveFreeWill = Yes
    SpawnReplaceDelay = 350
    InitialBurst = 0
    ExitByBudding = No
  End
  
  Behavior = QueueProductionExitUpdate ModuleTag_24
    UnitCreatePoint   = X:  0.0  Y:   -0.2   Z:0.0
    NaturalRallyPoint = X:  0.0  Y:  -0.2   Z:0.0
    ExitDelay     = 350 ; 5 sec
    ;InitialBurst = 2 ; the first set of 5 will not delay
  End
The problem is as seen in the screenshot is that when the minigunner is created the two spawned tankhunters don't go anywhere near the minigunner.



Can someone please help me work this out. Any help is appreciated.

Kameiccillo
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Old 02-17-2004, 07:50 AM   #2 (permalink)
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Check the barracks.
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Old 02-17-2004, 09:00 AM   #3 (permalink)
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Quote:
Originally Posted by Phoib
Check the barracks.
What bit of the barracks are you refering too?

It's not the ProductionUpdate behavior that is the problem because if I use that it is impossible to make it into an upgrade and they will perminantly come out in squads. I think it my have something to do with the ProductionQueExitUpdate behavior specifically the natural rallypoint but I'm not sure what I could change this too.
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Old 02-17-2004, 09:27 AM   #4 (permalink)
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the units created by SpawnBehavior will not follow the creator, while they will stand there untill you give them an order.
you may need to add following code into SpawnBehavior
SlavesHaveFreeWill = No

and add following codes into the created unit
Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
NoNeedToCatchUpRadius = 15
Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End
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Old 02-17-2004, 09:51 AM   #5 (permalink)
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Quote:
Originally Posted by coolfile
the units created by SpawnBehavior will not follow the creator, while they will stand there untill you give them an order.
you may need to add following code into SpawnBehavior
SlavesHaveFreeWill = No

and add following codes into the created unit
Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
NoNeedToCatchUpRadius = 15
Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End
You just missed the whole point, I DON'T WANT THEM TO BE LIKE ANGRY MOBS IN ANY WAY. This will make them IDENTICAL to angry mobs.
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Old 02-17-2004, 02:32 PM   #6 (permalink)
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I dont think it will, going by (bad) memory I think the Angry Mod is determined as a 'mob' some other way.

I could be wrong though
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Old 02-17-2004, 05:53 PM   #7 (permalink)
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Quote:
Originally Posted by old_man_funk
I dont think it will, going by (bad) memory I think the Angry Mod is determined as a 'mob' some other way.

I could be wrong though
Well I'm pretty sure that would make them like an angry mob not independant in any way, I want to come out as tho the barracks had created three units. Before anyone tells me to check the barracks I have looked at that earlier, yes I know I need to change the ProductionUpdate module to achieve this but there is one huge problem, IT CAN'T BE ACTIVATED THROUGH A UPGRADE OR SCIENCE which is the whole point of this. And also MiniGunners and TankHunters should be much more intelligent than angry mob members and would not bail on their comrades, so CatchUpCrisisBailTime is pointless.

Thanks, Kameiccillo
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Old 02-17-2004, 07:18 PM   #8 (permalink)
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Well I have been able to solve this with help from someone on another forum.

The solution is to duplicate the unit I want to create more than one of and have the barraks produce the amount I want of that unit not the original unit.

Thanks for anyones suggestions.
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Old 02-17-2004, 08:42 PM   #9 (permalink)
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Quote:
Behavior = ProductionUpdate ModuleTag_10
QuantityModifier = ChinaInfantryRedguard 2
End
That's the code you're looking for.

Only problem is that you can only make it produce a certain amount of the SAME unit, not seperate units, if you want to produce 2 seperate units youre on your own.

oh yeah, and that code goes into the building where the red guard are going to be produced from (the chinese barracks in this case)
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Old 02-17-2004, 09:39 PM   #10 (permalink)
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Quote:
Originally Posted by Kameiccillo
The solution is to duplicate the unit I want to create more than one of and have the barraks produce the amount I want of that unit not the original unit.
does It mean 2 or 3 minigunners, rather than 1 minigunner and 2 tankhunters, will be created?
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