There are 3 things that seem incorrect here:
1. Why do you use two StealthUpdate modules? The second one without a name (= ModuleTag_XY, XY = any number that has not been assigned to a ModuleTag yet). There's also the "Behaviour =" line missing.
2. The StealthUpgrade has no name either and it has an uncommented out line [enables use of...]. There's also the "Behaviour =" line missing.
3. In the same module you have three upgrade conditions, however since you want the unit to become stealthed when at least ELITE it's enough to add "Upgrade_Veterancy_ELITE" to the TriggeredBy line.
That's what I think should work:
Code:
Behavior = StealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_Veterancy_ELITE
FXListUpgrade = FX_BombTruckDisguise
ConflictsWith = NONE
RequiresAllTriggers = No
End
Behavior = StealthUpdate ModuleTag_10
StealthDelay = 5
MoveThresholdSpeed = 3
StealthForbiddenConditions = NONE
HintDetectableConditions = NONE
FriendlyOpacityMin = 30%
FriendlyOpacityMax = 80%
PulseFrequency = 500
RevealDistanceFromTarget = 10
OrderIdleEnemiesToAttackMeUponReveal = No
InnateStealth = No
DisguisesAsTeam = No
DisguiseFX = FX_BombTruckDisguise
DisguiseRevealFX = FX_BombTruckDisguiseReveal
DisguiseTransitionTime = 10
DisguiseRevealTransitionTime = 15
End