Rebellious Ducks 0 Posted October 1, 2012 I was wondering if it was possible to say make a redguard squad like angry mob, if so how. Share this post Link to post
catrhino1 0 Posted November 7, 2012 It's definitely possible - I've done it successfully. You need to make a "nexus" unit that is basically the selectable part of the squad, here's some INI code for an Anti-Tank Squad that I made: ;------------------------------------------------------------------------------ Object AmericaInfantryATSquadNexus ;**** ART Parameters ************************** SelectPortrait = ATSquad ButtonImage = ATSquad UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_InfantryCaptureBuilding UpgradeCameo4 = Upgrade_AmericaChemicalSuits ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = None ; Model = AVBomber_B End End ;****DESIGN parameters ************************** DisplayName = OBJECT:AntiTankSquad Side = America 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 = 1000 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 = AmericaInfantryMissileDefenderCommandSet; ;**** AUDIO Parameters ***************************** VoiceSelect = MissileDefenderVoiceSelect VoiceMove = MissileDefenderVoiceMove VoiceGuard = MissileDefenderVoiceMove VoiceAttack = MissileDefenderVoiceAttack VoiceAttackAir = MissileDefenderVoiceAttack VoiceFear = MissileDefenderVoiceFear UnitSpecificSounds VoiceGarrison = MissileDefenderVoiceGarrison VoiceCreate = MissileDefenderVoiceCreate VoiceEnter = MissileDefenderVoiceMove VoiceGetHealed = MissileDefenderVoiceMove 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 = 8 ;10 SpawnReplaceDelay = 30000 ; 30 seconds SpawnTemplateName = AmericaInfantryMissileDefenderSA SpawnTemplateName = AmericaInfantryMissileDefenderSA2 SpawnTemplateName = AmericaInfantryMachineGunnerSA SpawnTemplateName = AmericaInfantryRangerSA ExitByBudding = Yes;! InitialBurst = 8 ;5; the first set of 5 will not delay OneShot = No AggregateHealth = Yes SlavesHaveFreeWill = No 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 Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles UpdateModuleStartsAttack = Yes InitiateSound = MissileDefenderVoiceAttackLaser End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles StartAbilityRange = 200.0 AbilityAbortRange = 250.0 ;If the target moves outside this range, abort. PreparationTime = 1000 PersistentPrepTime = 500 SpecialObject = LaserBeam SpecialObjectAttachToBone = Muzzle01 End ;Added by JMC on 7/12/03 so that the skirmish AI can tell the missile defenders to hunt using ;the laser guided missiles. Behavior = CommandButtonHuntUpdate ModuleTag_CBHunt ; allows use of command button hunt script with this unit. End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End Most of this is just copy&paste of the Angry Mob - but what's really important is the "SpawnBehaviour ModuleTag_05" which sets what units the squad is comprised of. You can see here that I've created a squad of 8 soldiers - the reason that the missile defender appears twice is so that there are 4 missile defenders, 2 rangers and 2 machine gunners (which are just rangers with a large machine gun weapon). Also notice that the units have the "SA" suffix that I added to distinguish between them and the normal rangers/missile defenders. Each one of those names corresponds to a specific code for an infantry unit (note that the SA2 and SA missile defenders are two separate sets of coding). I'm fairly sure that in the code for those units I removed the "KINDOF = SELECTABLE" engineering parameter so that you can't select individual units within the squad. Also note that there's some redundant code in this one that isn't actually in use (with a semi-colon in front of the line of code). Hope that helps! Good Luck! Share this post Link to post