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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 06-10-2004, 12:27 AM   #1 (permalink)
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Default Multiple production AI updates?

I placed this code into a barracks to see if I could build 4 troops AND also build 2 misslemen from the barracks using 2 contruction buttons.

Behavior = ProductionUpdate ModuleTag_60
QuantityModifier = RussiaInfantrySoldierSquad 4
End
Behavior = ProductionUpdate ModuleTag_80
QuantityModifier = RussiaInfantryMissileDefenderSquad 2
End

I found the 1st four infantry built fine but the 2 missle men only show up as one. Though the unit works fine, Just only one of them. Any clues?
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Old 06-10-2004, 02:59 AM   #2 (permalink)
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what if you put the missleguy line directly beneath the squad line ?
(both in the same module ? )
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Old 06-10-2004, 03:01 AM   #3 (permalink)
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Quote:
Behavior = ProductionUpdate ModuleTag_xx
QuantityModifier = RussiaInfantrySoldierSquad 4
QuantityModifier = RussiaInfantryMissileDefenderSquad 2
End
That's what you need
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Old 06-10-2004, 01:33 PM   #4 (permalink)
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thats what I said
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Old 06-10-2004, 07:23 PM   #5 (permalink)
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thanks guys, first time playing with productionupdate. Good to know.
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Old 01-28-2005, 09:14 AM   #6 (permalink)
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Default

The code below is supposed to produce multiple units too, but only the MiniGunner modifier works. I still get only 1 Red Guard. As it seems people have had success with this configuration, what am I doing wrong?


Behavior = ProductionUpdate ModuleTag_xx
QuantityModifier = Infa_ChinaInfantryMiniGunner 2
QuantityModifier = Infa_ChinaInfantryRedGuard 9
End



EDIT:

It works perfectly now, although I don't know exactly what I did. It might have been something as trivial as a Commandbutton object referring to the wrong (standard) RedGuard object, in which case the quantity modifier worked perfectly, only the Barracks wasn't producing the right unit! Either that or some ridiculous typo somewhere. :lol:
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