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Squad initial payload


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#1 user_unknown

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Posted 15 September 2007 - 08:30 AM

Has anyone managed to get a squad have multiple unit types present without using the banner carrier code (due to the problems this causes with the health bar, etc.)? I wanted to make a squad that has 4 different soldier units in it when built but it doesn't seem to like it if you put it in the Initial Payload section. Any ideas?

#2 Phil

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Posted 15 September 2007 - 10:11 AM

Try using multiple contain modules?

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#3 user_unknown

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Posted 15 September 2007 - 10:18 AM

Try using multiple contain modules?


Hmm.. sounds like it could work :p

At work now, but I'll try it this evening.

#4 Phil

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Posted 15 September 2007 - 10:28 AM

Actually try using multiple <InitialPayload /> blocks first, as more than one contain module could mess up with formations/positions...

EDIT: Just checked the schema files and apparently you can use up to 4 <InitialPayload /> blocks.

<xs:element name="InitialPayload" balance:category="InitialPayload" type="InitialPayload" minOccurs="0" maxOccurs="4" />
(found in Schemas\Modules\TransportContain.xsd)

Edited by Dark Lord of the Sith, 15 September 2007 - 10:34 AM.

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#5 Guest_Guest_*

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Posted 15 September 2007 - 02:49 PM

Yeah, I tried doing that in my lunch break (sad, I know) but it doesn't seem to work properly. I added the new unit type, set a rank position for it and updated the slot count, but it went odd. The squad was built with 5 members (4 standard plus the leader guy) but the new soldier didn't move from his original creation position EVER and the squad health bar showed the unit at 4/5 health when built :/

#6 user_unknown

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Posted 15 September 2007 - 03:03 PM

Yeah, that was me :/

#7 Kelso

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Posted 15 September 2007 - 04:36 PM

Use HordeTransportContain with no more than 4 InitialPayloads, one for each type of unit, and then make sure that your PayloadCount is equal to the total number of units in your squad.
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#8 user_unknown

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Posted 17 September 2007 - 05:15 PM

Sorry, where do I find that code? Can't find it in any of the old cnc3 files, but probably me being an idiot...

#9 Phil

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Posted 17 September 2007 - 05:25 PM

Use HordeTransportContain...

Are you sure it's HordeTransportContain and not the regular HordeContain?
I'd try with the standard squad module personally...

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#10 user_unknown

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Posted 17 September 2007 - 05:26 PM

Yeah thats what I thought...

#11 Phil

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Posted 17 September 2007 - 05:27 PM

Then try the normal one, according to the schema files it should work with multiple InitialPayload blocks.

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#12 Guest_Guest_*

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Posted 25 September 2007 - 09:06 PM

After some more tests, I can confirm it doesn't work properly.

If you have a squad with Slots=6, first initial payload at 2 missile soldiers, and the 2nd at 4 rifle soldiers and you have it as starting unit, you can control all 6 soldiers, but only the health of 2 is shown (or, the first initialPayload).

Build it, and you get 6 missile soldiers, or the number of slots. Only the number of the first initialPayload, or 2, is controllable. Kill them, and you can controll the other 4 missile soldiers.

Used code:
<HordeContain
				id="ModuleTag_HordeContain"
				FrontAngle="4.7123"
				FlankedDelaySeconds="2.0"
				ShowPips="true"
				Formation="MAIN"
				MeleeAttackLeashDistance="1"
				Slots="6"
				ObjectStatusOfContained=""
				ConditionForEntry="INVALID">
				<PassengerFilter
					Rule="NONE"
					Include="INFANTRY" />
				<DieMuxData />
				<InitialPayload
					Name="GDIMissileSoldier"
					Count="2" />
				<InitialPayload
					Name="GDIRifleSoldier"
					Count="4" />


#13 Phil

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Posted 25 September 2007 - 09:11 PM

Pretty shitty.

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#14 GodSun666

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Posted 26 September 2007 - 09:39 AM

Hmmmm, maybe creating another HordeContain entry? Iam not at home so i cannot check if it works!
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#15 Mastermind

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Posted 28 September 2007 - 07:38 AM

You can't do more than an initial payload type, and the banner carrier. It's an engine limitation. I'm not sure why the XSD says up to 4, but the code will not work with more than one.
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#16 user_unknown

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Posted 13 October 2007 - 09:48 AM

:(

#17 Boomerang Python

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Posted 14 October 2007 - 10:48 AM

couldnt you just have it like we did with only war.. that when you build say a basic infantry squad, you just get 3 machine gun dudes and 2 rocket launcher dudes.. not in any squads or anything, just on their own?
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#18 Slye_Fox

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Posted 24 November 2007 - 08:07 PM

Can you have more than 1 banner carrier?

I want to make a squad of 5, 3 gunners and 2 rocket guys

Edited by Slye_Fox, 24 November 2007 - 08:09 PM.


#19 Noek1993

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Posted 25 November 2007 - 06:20 PM

for me it is possible

#20 Slye_Fox

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Posted 25 November 2007 - 06:49 PM

mind telling us how.




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