CrewEscape=100% for testing, normally it's 50% for mod.
My aircraft use tags as Graion posted above. Originally my tank just relied on westwood survivors for tanks, but after testing I wanted to remove the possibility that building survivors were not at fault. As a result I codded ARES survivor tags to all tanks like so:
Crewed=yes
Survivor.Side0=ALLBASIC4;2/2/12 added in for tank Testing.
Survivor.Side1=ALLBASIC4;2/2/12 added in for tank Testing.
Survivor.Side2=ALLBASIC4;2/2/12 added in for tank Testing.
Survivor.Side3=ALLBASIC4;2/2/12 added in for tank Testing.
Survivor.Side4=ALLBASIC4;2/2/12 added in for tank Testing.
Survivor.Side6=ALLBASIC4;2/2/12 added in for tank Testing.
Only ALLBASIC4 appear during my tests. ALLBASIC,ALLBASIC2, and ALLBASIC3 did not show up as ,0,0,0,
For tests I run a custom made map where it literary spawn hundreds of units and aircraft's controlled by AI, which I destroy, I keep running this till a map screenshot shows a infantry created at ,0,0,0, in map screenshot. This usually doesn't take to long and I usually run across this issue in normal games against ai in my mod as well.
When I test for it, it only happens with vehicles. Does not occur on aircraft or building survivors.
I have the following infantry for testing/mod purposes.
[ALLBASIC] 2,CACOUNTRY1, CACOUNTRY0, YuriCountry, Russians, Africans, Confederation, Arabs,British, French, Germans, Americans, Alliance =CACOUNTRY0, CACOUNTRY1, CACOUNTRY2, Russians, Africans, Confederation, Arabs,YuriCount ry,British, French, Germans, Americans, Alliance NOSTR:Aircraft Pilot {4A582744- 9839-11d1- B709-00A024DDAF D1} InfantrySquish GIAttackCommand GISelect Infantry GIFear ack=GIMove batant= yes nMultiplayer= no s=yes
Pip=white
Cost=50
Name=---- Pilot
Size=99
Armor=flak
Image=pilot;CONS
Owner=CACOUNTRY
ForbiddenHouses
Sight=5
Speed=5
Points=5
UIName=
IFVMode=2
Primary=M1Carbine
Soylent=10
Category=Soldier
DieSound=GIDie
Occupier=no
Strength=300
Locomotor=
TechLevel=35
Trainable=no
VoiceMove=GIMove
CrushSound=
ThreatPosed=5
VoiceAttack=
VoiceSelect=
MovementZone=
PhysicalSize=1
;Prerequisite=none
ImmuneToVeins=yes
Insignificant=no
VoiceFeedback=
VoiceSpecialAtt
IsSelectableCom
AllowedToStartI
ImmuneToPsionic
CanBeReversed=no
[ALLBASIC2] 2,CACOUNTRY1, CACOUNTRY0, YuriCountry, Russians, Africans, Confederation, Arabs,British, French, Germans, Americans, Alliance =CACOUNTRY0, CACOUNTRY1, CACOUNTRY2, Russians, Africans, Confederation, Arabs,YuriCount ry,British, French, Germans, Americans, Alliance NOSTR:Civilian Tech Soldier {4A582744- 9839-11d1- B709-00A024DDAF D1} InfantrySquish GIAttackCommand GISelect Infantry GIFear ack=GIMove batant= yes nMultiplayer= no s=yes
Pip=white
Cost=50
Name=---- Tech Soldier
Size=99
Armor=flak
Image=CONS
Owner=CACOUNTRY
ForbiddenHouses
Sight=5
Speed=5
Points=5
UIName=
IFVMode=2
Primary=M1Carbine
Soylent=10
Category=Soldier
DieSound=GIDie
Occupier=no
Strength=200
Locomotor=
OccupyPip=PersonRed
TechLevel=35
Trainable=no
VoiceMove=GIMove
CrushSound=
ThreatPosed=5
VoiceAttack=
VoiceSelect=
MovementZone=
PhysicalSize=1
;Prerequisite=none
ImmuneToVeins=yes
Insignificant=no
VoiceFeedback=
VoiceSpecialAtt
IsSelectableCom
AllowedToStartI
ImmuneToPsionic
CanBeReversed=no
[ALLBASIC3] 2,CACOUNTRY1, CACOUNTRY0, YuriCountry, Russians, Africans, Confederation, Arabs,British, French, Germans, Americans, Alliance =CACOUNTRY0, CACOUNTRY1, CACOUNTRY2, Russians, Africans, Confederation, Arabs,YuriCount ry,British, French, Germans, Americans, Alliance NOSTR:Engineer Survivor {4A582744- 9839-11d1- B709-00A024DDAF D1} EngAllMove InfantrySquish EngAllMove EngAllMove EngAllSelect Infantry Barracks EngAllAttackCom mand EngAllFear ve=yes lue=1 ack=EngAllAttac kCommand lier=1. 75 batant= no nMultiplayer= no
Pip=Blue
Cost=200
Name=---- Engineer survivor
Size=99
Armor=none
Image=ENGINEER
Owner=CACOUNTRY
ForbiddenHouses
Sight=4
Speed=4
Points=5
UIName=
IFVMode=1
Soylent=75
Category=Soldier
DieSound=EngAllDie
Engineer=yes
Strength=200
Locomotor=
TechLevel=35
Trainable=no
VoiceMove=
CrushSound=
VoiceEnter=
ThreatPosed=0
VoiceAttack=
VoiceSelect=
MovementZone=
PhysicalSize=1
Prerequisite=
VoiceCapture=
ImmuneToVeins=yes
Insignificant=no
VoiceFeedback=
LeadershipRating=3
PreventAttackMo
SpecialThreatVa
VoiceSpecialAtt
BuildTimeMultip
IsSelectableCom
AllowedToStartI
ImmuneToPsionics=no
CanBeReversed=no
[ALLBASIC4] 2,CACOUNTRY1, CACOUNTRY0, YuriCountry, Russians, Africans, Confederation, Arabs,British, French, Germans, Americans, Alliance =CACOUNTRY0, CACOUNTRY1, CACOUNTRY2, Russians, Africans, Confederation, Arabs,YuriCount ry,British, French, Germans, Americans, Alliance NOSTR:Vehicle Technician {4A582744- 9839-11d1- B709-00A024DDAF D1} InfantrySquish GIAttackCommand GISelect Infantry GIFear ack=GIMove batant= yes nMultiplayer= no s=yes
Pip=white
Cost=50
Name=---- Tank Operator
Size=99
Armor=flak
Image=CONS
Owner=CACOUNTRY
ForbiddenHouses
Sight=5
Speed=5
Points=5
UIName=
IFVMode=2
Primary=M1Carbine
Soylent=10
Category=Soldier
DieSound=GIDie
Occupier=no
Strength=300
Locomotor=
TechLevel=35
Trainable=no
VoiceMove=GIMove
CrushSound=
ThreatPosed=5
VoiceAttack=
VoiceSelect=
MovementZone=
PhysicalSize=1
;Prerequisite=none
ImmuneToVeins=yes
Insignificant=no
VoiceFeedback=
VoiceSpecialAtt
IsSelectableCom
AllowedToStartI
ImmuneToPsionic
CanBeReversed=no
CrewEscape=100% for testing, normally it's 50% for mod.
My aircraft use tags as Graion posted above. Originally my tank just relied on westwood survivors for tanks, but after testing I wanted to remove the possibility that building survivors were not at fault. As a result I codded ARES survivor tags to all tanks like so:
Crewed=yes Side0=ALLBASIC4 ;2/2/12 added in for tank Testing. Side1=ALLBASIC4 ;2/2/12 added in for tank Testing. Side2=ALLBASIC4 ;2/2/12 added in for tank Testing. Side3=ALLBASIC4 ;2/2/12 added in for tank Testing. Side4=ALLBASIC4 ;2/2/12 added in for tank Testing. Side6=ALLBASIC4 ;2/2/12 added in for tank Testing.
Survivor.
Survivor.
Survivor.
Survivor.
Survivor.
Survivor.
Only ALLBASIC4 appear during my tests. ALLBASIC,ALLBASIC2, and ALLBASIC3 did not show up as ,0,0,0,
For tests I run a custom made map where it literary spawn hundreds of units and aircraft's controlled by AI, which I destroy, I keep running this till a map screenshot shows a infantry created at ,0,0,0, in map screenshot. This usually doesn't take to long and I usually run across this issue in normal games against ai in my mod as well.