Thread: ReplaceModule
View Single Post
Old 09-07-2003, 12:24 PM   #1 (permalink)
Jim-Bob
Senior Member
 
Join Date: Jul 2003
Posts: 138
Default ReplaceModule

I have had a few ideas to bring my mod back to life again. (info here)

well after a long break, i have has some sparked interest in this mod, mainly becaus i found a few differant tags that may help out with what i am trying to accomplish, right now its all theorectical (should work, but you know how hardcoded things happen to appear)
ok.. this is my idea that i have that may get things going again

Code:
ReplaceModule  ModuleTag_XX
    Behavior = BlahblahUnit ModuleTag_XX_Override
    Change stuffs here
    Triggeredby= whatever the upgrade is
    End
End
now i'm hoping this will work as i "should" be able to have multiple opf these in the unit that can work wonders for the only 1 weaponset upgrade or armour, or evan locomoter things

for example i would have

Code:
  WeaponSet ModuleTag_01
    Conditions          = None 
    Weapon              = PRIMARY    primaryweapon1  
    Weapon              = SECONDARY   secondaryweapon2
  End
now using the replace module tags i can use

Code:
ReplaceModule  ModuleTag_01
    Behavior = BlahblahUnit ModuleTag_01_Override
      Weaponset 
        Conditions = None
        Weapon = PRIMARY primaryweapon2
        Weapon = SECONDARY secondaryweapon2
     End
    End
 TriggeredBy= myupgradething
End
now theoreticaly that will upgrade the weapon without using the weaposet upgrade thing, wich has a limit to one per unit, this way i can have multiple weapon sets for a unit allowing the upgrades to work fully. i can also change more things using this method aswell, allowing for when you upgrade the nuit the new weapons and thier corrosponding graphics (barrels, guns, whatever) to be created aswell

this method can be used for the many things that would be needed to be upgraded (armour, locomoters, weapons, and anything else i want to change)

this will also unlock many more possibilities aswell, beacause i will be able to upgrade many things not normally upgradable, like being able to be garrisioned by units, and how many, stealht upgrades, and anything else i can think of.

now remeber this is all just theoretical, it has not been proven true of fals as of yet, but i am hoping it works in the way i want. the biggest problem i can see so far is if i can have the TriggeredBy tag in the ReplaceModule thing

if all this wokrs i will be only limited to the max number of upgrades for a faction (or overall) wich i am not exactly sure on what it is, how it wokrs, oranything else, all i know is that i have read about a max number of upgrades, just not sure the exact things with it..

i will probably try this all out later and hope for the best

if anyone has ideas, comments, suggestions.. let me know
Jim-Bob is offline   Reply With Quote