View Full Version : POW mod for a mission
chaoscontrol512
05-29-2007, 07:51 PM
Hey, I'm trying to get a POW truck to drive up to a barracks and drop off three POWs (that's the easy part, i've already done that). The hard part is this: I want the POWs to follow a waypoint path that goes to the center of the barracks and once there, they get deleted. Is there a way to get the rebels to ignore the geometry of the barracks so that they pass right through it?
EDIT: Ok, the mod for the POW truck isnt working. What's wrong with this code:
Object AmericaVehiclePOWTruck
Add Module
Behavior = TransportContain ModuleTag_10
Slots = 8
DamagePercentToUnits = 100%
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
End
CommandSet = AmericaTransportCommandSet
End
Me Myself & Pi
05-30-2007, 12:02 AM
There's an action for a script that'll make a unit follow a waypoint path & go through any opsticle such as, water, cliffs, buildings, etc... It's accually right above the regular action that makes units follow waypoint paths avoiding opsticles. It's located at "Unit\Move\Set a specific unit to EXACTLY follow a waypoint path." The same can be done for a team, that action is located in "Team\Move\Set to EXACTLY follow a waypoint path."
What are you trying to mod on the POW truck?
It's kind of hard reading your code without the spaces infront of the lines. Could you replace the spaces at the front of each line with a dashes?
chaoscontrol512
05-30-2007, 07:16 PM
I'm trying to make the truck hold 8 infantry.
Object AmericaVehiclePOWTruck
Add Module
Behavior = TransportContain ModuleTag_10
Slots = 8
DamagePercentToUnits = 100%
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
End
CommandSet = AmericaTransportCommandSet
End
The module tag i copied from the Battle Bus, I just went in and removed all the bits that i didnt need.
Rollerghost
05-30-2007, 07:44 PM
The code for the POWtruck already have a ModuleTag_10, maybe that is causing your problems?
What happens if you change it to, say ModuleTag_03, that one is not used in the original code.
Me Myself & Pi
05-31-2007, 10:58 PM
I ussume this is for a map.ini file. Correct me if I'm wrong. If it is for a map.ini file, then it should go in the Generals | Zero Hour Map Edditing. So go ahead & use this map.ini. It worked for me. I found it in the train garrisoning in cncden.com
Object AmericaVehiclePOWTruck
AddModule ModuleTag_03_Override
Behavior = GarrisonContain ModuleTag_03
ContainMax = 8
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 50%
MobileGarrison = Yes
End
End
END
chaoscontrol512
06-01-2007, 08:41 AM
Ah, I forgot the ModuleTag Override bit. Thx Me, I'll try this out this afternoon once I get home from school.
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