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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Produce multiple units at the same time from a structure...

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

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Old 08-17-2004, 03:38 AM   #11 (permalink)
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Quote:
Originally Posted by NVShacker
You know, since this topic is somehow alive, you could just give it angry mob logic and give SlavesHaveFreeWill = Yes to a dummy object containing them.
I haven't tried that method yet so I can't comment on that one. But the way I got it going was to create a dummy unit with no model & apply the Tunnel Network Spawn Bahavior to it. Then give it a max lifetime of 1 sec. Here's the code just incase Full Circle wants to use it. I've tried it and it works great. The only parameters you can change are the Spawn Template & the Voice Create.


GLAInfantry.ini. eg.

;------------------------------------------------------------------------------
Object GLAAssaultSquad


ButtonImage = SSGLAAmbush3
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NONE
End
End
Side = GLA
EditorSorting = SYSTEM
TransportSlotCount = 0
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
Prerequisites
Object = GLABarracks
End
BuildCost = 900
BuildTime = 5.0 ;in seconds
; *** AUDIO Parameters ***
UnitSpecificSounds
VoiceCreate = RebelVoiceCreate
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD UNATTACKABLE
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SquishCollide ModuleTag_11
;nothing
End
Behavior = SpawnBehavior ModuleTag_07
SpawnNumber = 5
SpawnReplaceDelay = 9999
SpawnTemplateName = GLAInfantryTunnelDefender
SpawnTemplateName = GLAInfantryTunnelDefender
SpawnTemplateName = GLAInfantryRebel
SpawnTemplateName = GLAInfantryRebel
SpawnTemplateName = GLAInfantryTerrorist
OneShot = Yes
CanReclaimOrphans = No
SlavesHaveFreeWill = Yes
End
Behavior = DefaultProductionExitUpdate ModuleTag_06
UnitCreatePoint = X: 10.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0
End
Behavior = TunnelContain ModuleTag_05
End
Behavior = DeletionUpdate ModuleTag_01
MinLifetime = 1000
MaxLifetime = 1000
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 1
ShadowSizeY = 1
ShadowTexture = ShadowI
BuildCompletion = APPEARS_AT_RALLY_POINT

End

CommandButton.ini

CommandButton Command_ConstructGLAAssaultSquad
Command = UNIT_BUILD
Object = GLAAssaultSquad
TextLabel = CONTROLBAR:ConstructGLAAssaultSquad
ButtonImage = SSGLAAmbush3
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipConstructGLAAssaultSquad
End

CommandSet.ini

10 = Command_ConstructGLAAssaultSquad
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Old 08-17-2004, 04:45 AM   #12 (permalink)
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Hey, that's a nifty plan - I got it working in the end, but with an OCL and with a GrantUpgradeCreate module.

Trouble is, the units that are created by the dummy don't go to the rally point
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Old 08-17-2004, 08:55 AM   #13 (permalink)
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Quote:
Originally Posted by full_circle
Hey, that's a nifty plan - I got it working in the end, but with an OCL and with a GrantUpgradeCreate module.

Trouble is, the units that are created by the dummy don't go to the rally point
In that case, simply edit

Behavior = DeletionUpdate ModuleTag_01
MinLifetime = 1000
MaxLifetime = 1000
End

Change the MaxLifeTime to a greater value, that might do it. I haven't tried but I think it should do the trick.
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Old 08-17-2004, 09:21 AM   #14 (permalink)
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But of course! that would give the dummy time to get to the rally point!!!
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Old 08-17-2004, 11:05 AM   #15 (permalink)
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Quote:
Originally Posted by full_circle
But of course! that would give the dummy time to get to the rally point!!!
Actually I just tried and it doesn't work. I'll keep trying since this is a very good idea. I wanted to do something like this a while ago when I first started modding ZH but I didn't know some of the tricks I know now.
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Old 08-18-2004, 07:20 PM   #16 (permalink)
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My barracks creates either 4 infantry or 2 missle defenders. If this is what you wanted let me know, very easy. If you wanted something built that creates multiple types in one click. Than OCL is the way.
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