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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 09-11-2004, 08:57 PM   #1 (permalink)
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Default Transport behavior to get something else

I'm trying to make it so that instead of the minigunners in the Infantry General's troop crawler there are mines. For some reason it's not working.Behavior = TransportContain ModuleTag_06
PassengersAllowedToFire = Yes
Slots = 5
InitialPayload = ATMine 5
ScatterNearbyOnExit = Yes
HealthRegen%PerSec = 10
DamagePercentToUnits = 50% ;10%
--> AllowInsideKindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
ArmedRidersUpgradeMyWeaponSet = Yes
End

Look what I have in Allowinside kindof. The actual mine objects kind of is this
KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE


It does not work! I just see an open slot instead of the mine being there. any ideas?

P.S. I tried playing with the kindof thing, but that didnt help me.
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Old 09-12-2004, 06:47 AM   #2 (permalink)
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do you make the crawler deploying mines? it will NOT be done by that way.
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Old 09-12-2004, 07:04 PM   #3 (permalink)
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I don't quite get what you are saying. It can't be done this wa, or what?
Please be more specific!
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Old 09-12-2004, 08:58 PM   #4 (permalink)
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what is the ATMine? does it mean Anit-Tank Mine? you should use the GenerateMinefieldBehavior to create a mine field.
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Old 09-13-2004, 03:08 PM   #5 (permalink)
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No, he wants a single mine object, not a whole field.

Some tips Mish:

- Don't use PassengersAllowedToFire = Yes, that would cause the mines to explode inside the mine layer.
- ScatterNearbyOnExit = Yes and HealthRegen%PerSec = 10 are not necessary.
- DamagePercentToUnits = 50% should be 100%, so the mines don't all get dumped on the ground when the layer is destroyed.
- AllowInsideKindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE could be replaced my MINE, since that would be the most logical choice for mines.

And the mine not showing up in the pic is just because you didn't define an icon for it. Every unit has a small and large icon for when you select it or put it in something. Most things have these 2 defined right at the top. Give the mines a temp icon and it should work.
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Old 09-13-2004, 05:10 PM   #6 (permalink)
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You could also use a special dozer/worker unit that only has stuff like build mines in the commandset. Then literally build the minefield like anything else.

-OR-

Anyone tried traditional minefield logic from a structure on a dozer unit? I'm sure if you could get it to build a minefield and then moved, the minefield would stay. IF you could get it to deploy mines like a structure.

GenerateMinefieldBehavior
MineName = [object name]
GenerationFX = [entry from FXList.INI]
DistanceAroundObject = [integer]
MinesPerSquareFoot = [integer]
GenerateOnlyOnDeath = [Yes/No]
BorderOnly = [Yes/No]
SmartBorder = [Yes/No]
SmartBorderSkipInterior = [Yes/No]
AlwaysCircular = [Yes/No]
RandomJitter = [Yes/No]
SkipIfThisMuchUnderStructure = [integer]
End


Make some kinda cool mine like a napalm mine. Just set the SmartBorderSkipInterior to No and so it mines a whole area not just surrounding the mine layer.

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

Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End


IthinkIwillgomakeonenow!
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