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Troop Crawler For Vanilla Generals (not Zero Hour), I'm attempting to get the Troop Crawler to work in a similar fashion to the Humvee, i.e. passengers will open fire on targets who come close, or, on targets you tell them to target. I want to avoid those assholes jumping out the machine where they get gunned down. I've added the PassengersAllowedToFire = Yes tag to the relevant place in the code and they do fire, just not at what I tell them to fire at. I'm sure I'm missing something, so any help would be appreciated. |
Re: Troop Crawler Object ChinaVehicleTroopCrawler ; *** ART Parameters *** [you don't need to see these] ; ***DESIGN parameters *** DisplayName = OBJECT:TroopCrawler Side = China EditorSorting = VEHICLE TransportSlotCount = 8 ;Just enough to fit into a Chinook. WeaponSet Conditions = None Weapon = PRIMARY TroopCrawlerAssault End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1400 BuildTime = 15.0 ;in seconds VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! ShroudClearingRange = 400 Prerequisites Object = ChinaWarFactory End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTroopCrawlerCommandSet ; *** AUDIO Parameters *** [you don't need to see these] ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. PingSound = IRPing LoudPingSound = IRPingLoud IRParticleSysName = IRDetectSonar IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End ;OBSOLETE ; Behavior = AIUpdateInterface ModuleTag_04 ; Turret ; ControlledWeaponSlots = PRIMARY ; End ; End Behavior = AssaultTransportAIUpdate ModuleTag_NewAI MembersGetHealedAtLifeRatio = 0.5 End Locomotor = SET_NORMAL TroopCrawlerLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = TransportContain ModuleTag_06 PassengersAllowedToFire = Yes Slots = 8 InitialPayload = ChinaInfantryRedguard 8 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 [insert random death stuff here] End |
Re: Troop Crawler bah, the fuckers are getting out the Crawler when i click attack. this is what i DON'T want them to do!! |
Re: Troop Crawler KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE , try to remove the CAN_ATTACK so the troop crawler itself does not attack...:) |
Re: Troop Crawler i'll try that, however i'm sure the Humvee has a similar entry, no? |
Re: Troop Crawler yes but the humvee attack weapon is different, cause it can shoot, and the troop crawler only let the units exit, and if that not work ( removing CAN_ATTACK ) try to delete his weapon ;) should work too |
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