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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 04-03-2003, 03:54 PM   #11 (permalink)
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It was initial, check his first post...

Anyways, to actually help in a productive way:

You might want to try to NOT restrict yourself to order something within one module. Remember, when you want mutiple different contained payloads, also try to duplicate modules.

Anyways, and I don't know if this works, just trying to give you another option, try something like this:

Quote:
Behavior = TransportContain ModuleTag_06
InitialPayload = AmericaInfantryRanger 2
[Insert other nonsense that you might need]
End
AND add this too to get the next type:
Quote:
Behavior = TransportContainUpdate ModuleTag_07
InitialPayload = AmericaInfantryMissileDefender 3
[Insert other nonsense that you might need]
End
That might work, seeing as you first define the container module and the initialpayload, before creating an update module that adds another party. Might work, try and hope it does to get rid of your probs..if not, at least you tried something else..
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Old 04-03-2003, 06:05 PM   #12 (permalink)
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I copied the module tag, changed it a little bit and made it look like this:
Quote:
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 3
InitialPayload = AmericaInfantryMissileDefender 3
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
End

Behavior = TransportContain ModuleTag_14
PassengersAllowedToFire = Yes
Slots = 2
InitialPayload = AmericaInfantryRanger 2
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
End
But this results in 2 MissileDefenders
I'm starting to loose it
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Old 04-03-2003, 06:37 PM   #13 (permalink)
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make the slots tags to 5 in both of the modules and you're in business

I just tryed it
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Old 04-04-2003, 05:52 AM   #14 (permalink)
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Maybe you can show me your exact code, 'cus I just tried it and it resulted in 2 MissleDefenders
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Old 04-04-2003, 06:02 AM   #15 (permalink)
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Never mind, I've found the problem myself
I changed something I never changed back:
Quote:
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 3
InitialPayload = AmericaInfantryMissileDefender 3
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
End

Behavior = TransportContain ModuleTag_14
PassengersAllowedToFire = Yes
Slots = 2
InitialPayload = AmericaInfantryRanger 2
DamagePercentToUnits = 50%
AllowInsideKindOf = INFANTRY
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
End
(Should both be 5 if anyone is interested)

Mzzl, Chris
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Old 04-04-2003, 06:08 AM   #16 (permalink)
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Sorry for all the mess up, I think I wasn't clear when I read your post and I changed the Module_Tag to 5 :S

Quote:
Originally Posted by Shadow
make the slots tags to 5 in both of the modules and you're in business

I just tryed it
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Old 04-04-2003, 06:49 AM   #17 (permalink)
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So does it work now?

If not, you should make the TransportContain Moduletag_14 to read [b]TransportContainUpdate ModuleTag_14. That might work (and that was what I suggested...in case you missed it...)

If it already works, good job...
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Old 04-04-2003, 07:13 AM   #18 (permalink)
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It's working now

Thanks
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Old 04-06-2003, 09:57 AM   #19 (permalink)
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Excellent.

Im glad we were able to help each other out on this problem.

Now we can mix and match infantry in troop crawlers...

If i get chance i'll look at making a tutorial on this unless someone else would like the rights to it???


CH... :lol:
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Old 04-06-2003, 10:00 AM   #20 (permalink)
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Quote:
Originally Posted by Commander-Havoc
If i get chance i'll look at making a tutorial on this unless someone else would like the rights to it???
A tut. on what exactly?
(Maybe I can help )
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