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Old 10-04-2003, 04:30 AM   #3 (permalink)
CodeCat
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Join Date: May 2003
Location: Eindhoven, Netherlands
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Default Re: A couple ini questions...

Quote:
Originally Posted by smurfbizkit
The propoganda healing module, does this need some special things to get it working? I tried a good deal of things, putting it on infantry...on my buildings, etc...and it crash's the game every time the thing is built. I then tried adding things to its kindof list...that didn't work either. Hell, I even tried putting an ocl on a unit that gave it an upgrade that was a movable building that had the module on it...that didn't crash, but it didn't work either. Has anyone messed with this before?
Post the code you originally used for the healing effect, maybe I or someone else can see what's wrong.

Quote:
Originally Posted by smurfbizkit
not related to the above:
How about this strange problem, your infantry not being able to capture civilian tech buildings(but able to capture enemy buildings). My unit is based off of the ranger code completely...just a few slight alterations. However, when I hover over the tech building it shows the hacker computer cursor.
The capturing probably still works, but somehow the hacking takes precedence over the capturing. But you can disable hacking civilian buildings alltogether by removing NEED_TARGET_NEUTRAL_OBJECT from the button in CommandButton.ini. That way the only choice is to do a ranger capture rather than a hack.

Quote:
Originally Posted by smurfbizkit
This last one is about sciences, how do you make it so that you can only pick one "general" or "subside"(as in pro:gen). I don't need full details, just the basic description of how it goes...since right now I have a decent way of doing something to that effect, but I might want to switch it over to this(if it won't completely screw up our ai).
Well, even the basic description is quite complicated so I suggest you take a good look at Pro:Gen's code, Science.ini, SpecialPower.ini and skirmishscripts.scb (open through World Builder) in particular.
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