The StatusBitsUpgrade is one of the most useful yet underused types of upgrades available - its unique, because it allows yu to directly trigger a specific change in the objects condition state, and change it back again without the hassle that normal upgrades have
In this example, you can set a status bit on an object through an upgrade;-
Code:
Behavior = StatusBitsUpgrade ModuleTag_NN
TriggeredBy = MyUpgrade#1
StatusToSet = [status name here]
End
In the next example, you can remove a status bit from an object;-
Code:
Behavior = StatusBitsUpgrade ModuleTag_NN
TriggeredBy = MyUpgrade#2
StatusToClear = [status name here]
End
StatusBits can be DESTROYED, CAN_ATTACK, UNDER_CONSTRUCTION, UNSELECTABLE, NO_COLLISIONS, NO_ATTACK, AIRBORNE_TARGET, PARACHUTING, REPULSOR, HIJACKED, AFLAME, BURNED, WET, IS_FIRING_WEAPON, IS_BRAKING, STEALTHED, DETECTED, CAN_STEALTH, SOLD, UNDERGOING_REPAIR, RECONSTRUCTING, MASKED, IS_ATTACKING, USING_ABILITY, IS_AIMING_WEAPON, NO_ATTACK_FROM_AI, IGNORING_STEALTH, IS_CARBOMB