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: