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  1. #1

    Default Creating Passenger Spaces in units

    I'm managed to siphon the code from the Chinese APC thing and applied it to my Crusaders and Paladins. Here we go...

    In the FactionUnit.ini put this set of code in the behaviour section as module 10:

    Behavior = TransportContain ModuleTag_10
    PassengersAllowedToFire = Yes
    Slots = 1
    InitialPayload = AmericaInfantryRanger 1
    ScatterNearbyOnExit = No
    HealthRegen%PerSec = 10
    DamagePercentToUnits = 10%
    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

    When built, the unit will contain one Ranger.

    Now, in CommandSet.ini under the CrusaderTankCommandSet insert two new things:


    CommandSet AmericaTankCrusaderCommandSet
    1 = Command_ConstructAmericaVehicleBattleDrone
    2 = Command_ConstructAmericaVehicleScoutDrone
    3 = Command_TransportExit
    4 = Command_Evacuate
    9 = Command_AttackMove
    11 = Command_Guard
    12 = Command_Stop
    End

    3 and 4 enable the tank to show the contained trooper and deploy the trooper if necessary. Try raising the cost of the tank to make it fairer...

    That is all. :|

  2. #2

    Default Re: Creating Passenger Spaces in units

    Quote Originally Posted by ErAzAnGeL
    In the FactionUnit.ini put this set of code in the behaviour section as module 10:
    Please note, that if you have a custom vehicle, and want to add this yourself: Make sure, real sure, that there are no double ModuleTag_XX's, (where XX can be any integer between 01 and 99) otherwise, you can't get the game to start!

    Quote Originally Posted by ErAzAnGeL
    Behavior = TransportContain ModuleTag_10
    PassengersAllowedToFire = Yes
    Slots = 1
    InitialPayload = AmericaInfantryRanger 1
    ScatterNearbyOnExit = No
    HealthRegen%PerSec = 10
    DamagePercentToUnits = 10%
    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

    When built, the unit will contain one Ranger.

    Now, in CommandSet.ini under the CrusaderTankCommandSet insert two new things:

    CommandSet AmericaTankCrusaderCommandSet
    1 = Command_ConstructAmericaVehicleBattleDrone
    2 = Command_ConstructAmericaVehicleScoutDrone
    3 = Command_TransportExit
    9 = Command_Evacuate
    10 = Command_AttackMove
    11 = Command_Guard
    12 = Command_Stop
    End
    To have more then one trooper, add as many (Italic) Command_TransportExit as there are (Underlined) slots, so with slots = 6 you'll have 3 till 8 as Command_TransportExit.

  3. #3

    Default

    Thanks Phoib, i realise that could have been misinterpreted.

  4. #4
    Senior Member
    Join Date
    Jan 2003
    Location
    Bunbury, Western Australia
    Posts
    130

    Default At last, problem solved!

    AT LAST!!

    The last part of that (CommandSet stuff) had been a continual stumbling block for me. Thanks for posting that so no one else will end up overlooking the obvious. Perhaps Deezire could post this in the tutorials section?

  5. #5

    Default

    It will be featured in DZ's tutorials, but only after the community is ready for it.

    Currently, nobody really understands the way the code is made, save DZ, RV and Flyby. (Flyby gave everyone a perfect hint though!)

    Only AFTER you understand the principles of object orientated programming, one can begin to write new stuff.

  6. #6

    Default

    That is very true, i'm currently having an absolute nightmare implementing the new (what i call) SecretService unit... Blast the damned ini's!

    Oh, and bugger the damn skins too!

  7. #7

    Default

    Start small.

    Don't try to make a 1337 unit the minute you open the ini's.

    You fail. You fail misserably. Horribly. :devil:

  8. #8

    Default

    Nothings managed to go horribly bastard-like yet, however i do have the current problem of every change i make creating "serious errors". I mean, fuck, could they not have made an output file to locate the problem of the 'error'?

  9. #9

    Default

    Searchest these forums, and thy prayers shall be answered

  10. #10

    Default

    sorry for that nub question,
    but where do i find this *.ini files, because i searched several times through the generals data files, but found nothing .

    thx for answering my question.

    greetz

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