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Old 06-17-2004, 10:50 AM   #9 (permalink)
CodeCat
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Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Ok flyby either you're completely wrong or you have some explaining to do. If you look at the Nuclear Tanks upgrade (which upgrades the locomotor), you'll see that there's an entry in CommandButton.ini:

Code:
CommandButton Command_UpgradeChinaNuclearTanks
  Command       = PLAYER_UPGRADE
  Upgrade       = Upgrade_ChinaNuclearTanks
  Options       = IGNORES_UNDERPOWERED
  TextLabel     = CONTROLBAR:UpgradeChinaNuclearTanks
  ButtonImage   = SSNukeTank
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUpgradeChinaNuclearTanks
End
The "Upgrade = Upgrade_ChinaNuclearTanks" line refers the button to an upgrade in Upgrade.ini:

Code:
Upgrade Upgrade_ChinaNuclearTanks
  DisplayName        = UPGRADE:NuclearTanks
  BuildTime          = 60.0
  BuildCost          = 2000
  ButtonImage        = SSNukeTank
  ResearchSound      = BattleMasterTankVoiceUpgradeNuclear
End
When that upgrade becomes available (it's basically a boolean on/off switch), it triggers this code on the Battlemaster:

Code:
Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
  DeathWeapon   = NuclearTankDeathWeapon
  StartsActive  = No                        ; turned on by upgrade
  TriggeredBy   = Upgrade_ChinaNuclearTanks
End
Behavior = LocomotorSetUpgrade ModuleTag_07
  TriggeredBy = Upgrade_ChinaNuclearTanks
End
Both those modules obviously need an upgrade to work. And now you're telling me that they'd work without? :wtf:
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