Multiple Unit Creation -1 reply

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SorX

I'm too cool to Post

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25th June 2003

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#1 15 years ago

I was wondering, like the Red Guard, is it possible to build, say, tanks in groups of 5 or Tank Hunters in groups of 10 etc.?

If it is, can you tell me where to look, and what to look for.

Thanx for your help!




SupergabbeR

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3rd May 2003

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#2 15 years ago

well yes it can look at the angry mobs...but i dont know where to lok because i never tried it




BananasTheClown

Puffin Militia Berserker

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14th June 2003

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#3 15 years ago

do u want a group of five different ppl?

or gfroup of 5 same units




Cammy

Mother of Red Dawn Mod

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16th March 2003

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#4 15 years ago

I got it, to get always 5 Units of the standart Infantry(Ranger, Red Guard and Rebel) but the same moduletag for the multiple Production does not work on the other ones, it gave the Tag to the Tankhunter of China, but still there comes only one.....

Behavior = ProductionUpdate ModuleTag_10 QuantityModifier = ChinaInfantryRedguard 5 End

thats the Tag in the Factionbuilding.ini from the Chinese Barracks




Cloaksl

Professional Lurker

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27th May 2003

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#5 15 years ago

Is It possible to have five different units come out useing the gla terror cell ambush?




BananasTheClown

Puffin Militia Berserker

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14th June 2003

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#6 15 years ago

i did it yea!

look my mortar team

it is like the mobs




Cammy

Mother of Red Dawn Mod

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16th March 2003

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#7 15 years ago

hey, great work ;) But i still don't know how to get an multiply production of the other Infantry :D

Behavior = ProductionUpdate ModuleTag_10 QuantityModifier = ChinaInfantryRedguard 5 End

As you see, i got it as Tag 10, than i created an Tag 11

Behavior = ProductionUpdate ModuleTag_11 QuantityModifier = ChinaInfantryTankhunter 5 End

But still there comes out only one :/ any clues??? :uhm:




SupergabbeR

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3rd May 2003

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#8 15 years ago

if u want more different characters in it u just make one unit with sub unots in it here the angry mob nexus (the start or i should say the beginning unit ) copy it and change the unit models

SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil -------------------------------------- here is the whole unit itself ----------------------------------------

Object GLAInfantryAngryMobNexus

;**** ART Parameters ************************** SelectPortrait = SUAngryMob_L ButtonImage = SUAngryMob UpgradeCameo1 = Upgrade_GLAArmTheMob ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = None ; Model = AVBomber_B End End

;****DESIGN parameters **************************

DisplayName = OBJECT:AngryMobNexus Side = GLA

RadarPriority = NOT_ON_RADAR

EditorSorting = INFANTRY TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet Conditions = None Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon End

ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = None End

BuildCost = 800 BuildTime = 15.0 ;in seconds VisionRange = 150 ; it can scout for the spawn ShroudClearingRange = 0

Prerequisites Object = GLABarracks Object = GLAPalace End

ExperienceValue = 5 5 5 5 ;Experience point value at each level

IsTrainable = No

CommandSet = GLAInfantryAngryMobCommandSet;

;**** AUDIO Parameters ***************************** VoiceSelect = AngryMobVoiceSelect VoiceMove = AngryMobVoiceMove VoiceGuard = AngryMobVoiceMove VoiceAttack = AngryMobVoiceAttack SoundMoveStart = NoSound SoundAmbient = AngryMobAmbientLoop SoundAmbientRubble = NoSound SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireGLA SoundDieToxin = DieByToxinGLA UnitSpecificSounds VoiceCreate = AngryMobVoiceCreate End

;**** ENGINEERING Parameters ******************************

RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End

Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End

Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!

; Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster! ; Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster! ; Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster!

Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End

Behavior = SpawnBehavior ModuleTag_05 SpawnNumber = 10 SpawnReplaceDelay = 30000 ; 30 seconds

SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil

ExitByBudding = Yes;!

InitialBurst = 5 ; the first set of 5 will not delay OneShot = No AggregateHealth = Yes End

Behavior = QueueProductionExitUpdate ModuleTag_06 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 ExitDelay = 5000 ; 5 sec InitialBurst = 5 ; the first set of 5 will not delay End

Behavior = DestroyDie ModuleTag_07 DeathTypes = ALL End

Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME

End




SupergabbeR

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3rd May 2003

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#9 15 years ago

although i havent tested it or creatted it , i think this is the best way to make it so i hoipe u guys can work it out




BananasTheClown

Puffin Militia Berserker

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14th June 2003

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#10 15 years ago

i have already worked with the mob nexs lol




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