Unit should have following tag
DeploysInto=DUMMY
BuildTimeMultipler=.4 ; something low so its builds fast
the DUMMY building should be invisible and should have following properties
WorkingSound=CrateMoney
NotWorkingSound=CrateMoney
CrateBeneath=true
CrateBeneathIsMoney=true
the DUMMY building should have a DUMMY animation with a Damage= tag so when the vehicle deploys it kills itself and thus reveals money.
To change amount of money the crate gives go to
[Powerups]
Money=10,MONEY,yes,2000 and the change the last value, not this effects the power up crates too.
Issues
* If unit cost is not equal to money of truck then you can make money (issue is most common when you have an structure with industrial plant logic) Only issue is to make the unit more expensive so when they have such a building the exploit isn't so obvious or is nullified.
For instance my unit provides $3000 but an industrial plant reduces its build cost so instead i make the vehicle cost $4000 but only provide $3000
When industrial plant is avaliable cost of unit is reduced to $3000
* If crates are on, more crates start appearing, noticeable if deploys loads only solution is crates= off
Edited by Allied General, 20 May 2006 - 07:30 PM.