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Old August 16th, 2004   #1
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Default 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.
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Old August 16th, 2004   #2
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Default 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
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Old August 16th, 2004   #3
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Default 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!!
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Old August 16th, 2004   #4
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Default 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...
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Old August 16th, 2004   #5
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Default Re: Troop Crawler

i'll try that, however i'm sure the Humvee has a similar entry, no?
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Old August 16th, 2004   #6
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Default 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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