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  1. #1

    Default Ridercontain fun and games

    Hi Guys,

    I am playing with the RiderContain module trying to add a button to the Crusader to turn it into a Humvee or a Paladin - just for a laugh, nothing serious yet.

    I have come across a problem. I can get the locomotors to change but the weapons won't change.

    This is what I have so far:

    (from the object)
    Code:
    ...
    
      WeaponSet
        Conditions           = None 
        Weapon               = PRIMARY None
      End
      WeaponSet
        Conditions = WEAPON_RIDER1
        Weapon     = PRIMARY CrusaderTankGun
      End
      WeaponSet
        Conditions = WEAPON_RIDER2
        Weapon     = PRIMARY PaladinTankGun
      End
      WeaponSet
        Conditions = WEAPON_RIDER3
        Weapon     = PRIMARY HumveeGun
      End
    
    ...
    
      Behavior = RiderChangeContain ModuleTag_16
        Rider1 = SwitchToCrusaderDummy RIDER1 WEAPON_RIDER1 STATUS_RIDER1 SwitcherCommandSet1 SET_NORMAL
        Rider2 = SwitchToPaladinDummy RIDER2 WEAPON_RIDER2 STATUS_RIDER2 SwitcherCommandSet2 SET_SLUGGISH
        Rider3 = SwitchToHumveeDummy RIDER3 WEAPON_RIDER3 STATUS_RIDER3 SwitcherCommandSet3 SET_SUPERSONIC
    
        ScuttleDelay          = 150000
        ScuttleStatus         = TOPPLED
        Slots                 = 1
        InitialPayload        = SwitchToCrusaderDummy 1
        ScatterNearbyOnExit   = No
        HealthRegen%PerSec    = 0
        DamagePercentToUnits  = 100%
        BurnedDeathToUnits    = No
        AllowInsideKindOf = INFANTRY
        ExitDelay         = 0
        NumberOfExitPaths = 1
        GoAggressiveOnExit = No
        DoorOpenTime = 0
      End
    
      Behavior    = OCLSpecialPower ModuleTag_SwitchToCrusader
        SpecialPowerTemplate = SpecialAbilitySwitchToCrusader
        OCL                  = OCL_SwitchToCrusader
      End
      Behavior    = OCLSpecialPower ModuleTag_SwitchToPaladin
        SpecialPowerTemplate = SpecialAbilitySwitchToPaladin
        OCL                  = OCL_SwitchToPaladin
      End
      Behavior    = OCLSpecialPower ModuleTag_SwitchToHumvee
        SpecialPowerTemplate = SpecialAbilitySwitchToHumvee
        OCL                  = OCL_SwitchToHumvee
      End
    
    ...
    It is proved that the other objects I have made (switchToCrusaderDummy, switchToPaladinDummy and switchToHumveeDummy) work because the locomotor changes.

    The only problem I have is the weaponset not changing. It sticks with CrusaderTankGun (the gun provided with the WEAPON_RIDER1 condition)

    Any ideas?



    Also, is it possible to change the Armor in this way too?

  2. #2

    Default

    Make sure the dummy riders have some sort of locomotor, if they don't they don't exit the vehicle properly and create a strange situation where they're neither inside or outside the vehicle but in some sort of buggy limbo inbetween.

  3. #3

    Default

    Well, I added a locomotor to each dummy object and now I get "serious errors"

    According to WorldBuilder: "Attempted to specify a locomotor for object SwitchToCrusaderDummy without an AIUpdate block".

    So I added an AIUpdateInterface module which makes my dummy objects look like this:

    Code:
    Object SwitchToHumveeDummy
      Side = USA
      TransportSlotCount = 1
      EditorSorting = SYSTEM
      KindOf = PRELOAD CLICK_THROUGH INFANTRY IGNORED_IN_GUI
      Locomotor = SET_NORMAL BasicHumanLocomotor
      Behavior = AIUpdateInterface ModuleTag_03
      End
    End
    But still it doesn't work.

    ?! I'm confussed

  4. #4

    Default

    Move the locomotor line to after the aiupdate block, simple error, but thats how it has to be, locomotor MUST follow AIUpdate.

  5. #5

    Default

    Ha, typical. That explains why the locomotor is in some pretty strange places in the original objects' code.

    Unfortunately, the AI update didn't help my little unit change his weapon.

    It still sticks with the CrusaderTankGun given by the first rider

  6. #6

    Default

    Try changing it to use normal infantry objects and see if it works, to see if the problem is with the contained or the container, or try manually changing the contained objects instead of using OCLs to see if the problem is with using OCLs to load them.

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