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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-10-2003, 03:59 AM   #11 (permalink)
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You try a similar method to Curators ingenious way of extending the command sets. Command Sets are a one way deal the same as locomotors, so maybe his idea would work here.

He got the unit to spawn an invisble 'drone' the killed itself after some time. While it was alive, it gave the upgrade, then when it died it removed the upgrade.

If your first button created the drone, which in turn gave the locomotor upgrade, then your second button could trigger the death of the drone somehow, which coud remove the upgrade (is UpgradeToRemove = like the other drones use).

Hope you know what Im talking about!!
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Old 06-10-2003, 09:33 AM   #12 (permalink)
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I have the command set thing all working and all but it has no effect on the Locomotor as it will remove the upgrade but the locomotor will stay changed (in the UPGRADED mode)
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Old 06-10-2003, 04:30 PM   #13 (permalink)
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is there a way to say do something like this:
Behavior = LocomotorSetUpgrade ModuleTag_08
TriggeredBy = Upgrade_Surface
Locomotor = SET_NORMAL_UPGRADED SubmarineLocomotor
End
that wont work as that gives a error but is there a way like it ?
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Old 06-10-2003, 07:58 PM   #14 (permalink)
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Do you have two different locomotors? one for surface and one for water? because if there is no SubmarineLocomotorUpgrade (or whatever you want to call it) then the trigger will give you an error, so make sure you have the SubmarineLocomotor which would be the normal and the SubmarineLocomotorUpgrade which would be the surface locomotor.

Hope this helped.
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Old 06-11-2003, 06:42 PM   #15 (permalink)
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no it didnt help

I know that I really know that I want to be able to switch from one locomotro to another and back again.
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