After testing with multiple settings, I still can't get those bastards to work. These are the codes I use:
; ----------------------------------------------------------------------------- Object VehicleWreckCrateLevelUp ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMJnkCrate End End ; ***DESIGN parameters *** EditorSorting = MISC_MAN_MADE ; *** ENGINEERING Parameters *** KindOf = PARACHUTABLE CRATE;Only Salvage crates are marked Selectable so the Mouse can interact with them and give Salvage voices. Being dead makes them not actually selectable Behavior = VeterancyCrateCollide ModuleTag_ForbiddenChanges ForbiddenKindOf = PROJECTILE EffectRange = 10 ;ExecuteFX = FX_CratePickup ExecuteAnimation = MoneyPickUp ExecuteAnimationTime = 4.0 ; In seconds ExecuteAnimationZRise = 15.0 ; Z world units per second to rise ExecuteAnimationFades = Yes ; Animation does/doesn't fade out End Behavior = DeletionUpdate ModuleTag_03; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 30000 MaxLifetime = 35000 End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End
The VeterancyCrateCollide is the part that should give the level up. As you may see, I added an small animation when the crate is picked up. The results are rather... interesting: the anim keeps playing as long as an unit is colliding with the crate, until the unit moves away, or the crate is removed by DeletionUpdate.
I'm beginning to have the strange feeling that the VeterancyCrateCollide module is broken. Am I right on this?