hm........... this one is a feat! Well, if you screwed around with the supply behavior somehow as how they have it under the chinook with the:
ConditionState = CARRYING
Model = AVChinook_A ;Carrying a full wobbly net of stuff
Animation = AVChinook_A.AVChinook_A
AnimationMode = LOOP
TransitionKey = TRANS_Full
WaitForStateToFinishIfPossible = TRANS_PickingUp
End
and the...:Behavior = ChinookAIUpdate ModuleTag_07
MaxBoxes = 18
SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction)
SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions)
SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan)
SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
NumRopes = 4
; these define how long we can wait, once a guy is on-rope, before throwing another
; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely
; and we'll wait for each guy to clear before spawning another.
PerRopeDelayMin = 900
PerRopeDelayMax = 1500
RopeWidth = 0.5
RopeColor = R:0 G:0 B:0
RopeWobbleLen = 10
RopeWobbleAmplitude = 0.25
RopeWobbleRate = 180
RopeFinalHeight = 10 ; stop this far above ground
RappelSpeed = 30
MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it
and also the...:
Behavior = TransportContain ModuleTag_08
Slots = 8
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End
also tho...i think you might have to play around with the humvee kindof... thats just my hypothisis...more of a guestimate actually...but...hey...i tried...
p.s.: this may also help, it is the code of the SupplyPileSmall
; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba.
KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI
Behavior = SupplyWarehouseCreate ModuleTag_03
;nothing
End
Behavior = SupplyWarehouseDockUpdate ModuleTag_04
AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside
NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
StartingBoxes = 50 ; Even if you use a script to set the cash value, this will determine graphically what "full" is.
DeleteWhenEmpty = Yes
End
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