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Old 06-06-2005, 02:39 AM   #3 (permalink)
2312222
Senior Member
 
Join Date: Jul 2003
Location: Germany
Posts: 303
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Well my main unit has these modules:

Code:
  Behavior = WeaponSetUpgrade ModuleTag_05
    TriggeredBy = Upgrade_TankGun_HEAT
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_TankGun_HEAT
    TriggeredBy   = Upgrade_TankGun_HEAT
  End

  Behavior = ProductionUpdate ModuleTag_07
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
So the upgrade "Upgrade_TankGun_HEAT" switches the tank's weapon to another weapon type. At the same time the dummy drone is created (currently an exact copy of the US Battledrone).

Code:
ObjectCreationList OCL_TankGun_HEAT
  CreateObject
    Offset = X:0 Y:0 Z:40
    ObjectNames = TankGun_HEAT_Dummy
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 1
    RequiresLivePlayer = Yes
  End
End
The drone has that module:

Code:
  Behavior = UpgradeDie  ModuleTag_12
    ;This frees the object based upgrade for the producer object.
    DeathTypes = ALL
    UpgradeToRemove     = Upgrade_TankGun_HEAT ModuleTag_13
  End
That means whenever the drone is killed, I am just shooting it by an AA-weapon at the moment, the upgrade should be removed and the weapon restored.

Well, the upgrade is removed, but the weapon stays. So that's my problem.
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