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Rebellious Ducks

Squad Help

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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!

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