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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-13-2003, 07:19 PM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Sweden
Posts: 232
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Help, Adding an Object Upgrade to the Terrorist..
What can be the problem when I get a greyed out upgrade button for my terrorists? I've done pretty much exact the same as the Bombtruck's ini code for their upgrades.. But still I can't upgrade my terrorist..
I've inlcuded the sections where the problem could be..
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FACTIONUNIT.INI
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Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 ; Could this be the problem? That it is _Death ??
DeathWeapon = SuicideDynamitePack
StartsActive = Yes ; turned on by upgrade
DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
ConflictsWith = Upgrade_GLATerroristBioBomb
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death05
DeathWeapon = SuicideBioWeaponBomb
StartsActive = No ; turned on by upgrade
DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
TriggeredBy = Upgrade_GLATerroristBioBomb
End
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COMMANDBUTTON.INI
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CommandButton Command_UpgradeGLATerroristBioBomb
Command = OBJECT_UPGRADE
Upgrade = Upgrade_GLATerroristBioBomb
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT;NOT_QUEUEABLE
SpecialPower = GLAGeneralBioWeapons
TextLabel = CONTROLBAR:UpgradeGLATerroristBioBomb
ButtonImage = SSTerroristBioBomb
ButtonBorderType = BUILD;UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeTerroristBioBomb
End
=====================
UPGRADE.INI
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Upgrade Upgrade_GLATerroristBioBomb
DisplayName = UPGRADE:TerroristBioBomb
Type = OBJECT
BuildTime = 5.0
BuildCost = 500
ButtonImage = SSTerroristBioBomb
End
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06-13-2003, 07:24 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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Re: Help, Adding an Object Upgrade to the Terrorist..
Quote:
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Originally Posted by ice
StartsActive = Yes ; turned on by upgrade
DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
StartsActive = No ; turned on by upgrade
DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
End
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this caught my eye. why is 1 active at start and another isnt? also, couldnt u just say DeathTypes = All -whatever??? it makes a bit less typing to do  .
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06-13-2003, 07:36 PM
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#3 (permalink)
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Member
Join Date: May 2003
Location: USA
Posts: 83
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I don't know what the problem is, but usually when I get greyed out buttons it's because the commandbutton is not linked to the upgrade.
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06-13-2003, 07:39 PM
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#4 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Re: Help, Adding an Object Upgrade to the Terrorist..
Quote:
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Originally Posted by evilbutterfly
this caught my eye. why is 1 active at start and another isnt? also, couldnt u just say DeathTypes = All -whatever??? it makes a bit less typing to do  .
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Because one is the default death and the other is the upgraded. Look at the conflicts with.
Quote:
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Originally Posted by ice
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT;NOT_QUEUEABLE
SpecialPower = GLAGeneralBioWeapons
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Those two lines look suspect. Try removing NEED_SPECIAL_POWER_SCIENCE and the SpecialPower line.
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06-14-2003, 07:21 AM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Sweden
Posts: 232
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Re: Help, Adding an Object Upgrade to the Terrorist..
Quote:
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Originally Posted by Eradicator
Quote:
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Originally Posted by ice
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT;NOT_QUEUEABLE
SpecialPower = GLAGeneralBioWeapons
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Those two lines look suspect. Try removing NEED_SPECIAL_POWER_SCIENCE and the SpecialPower line.
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I will try, but I don't think that's the problem since that only makes the button invisible until you have chosen a specific science, you don't want the Terrorist to be able to upgrade using another general then the Bio-Command General
I will keep looking in why I have this problem.. I'm pretty sure I've linked the button correctly, but I will look into it..
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06-14-2003, 08:35 AM
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#6 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Asia, Philippines
Posts: 311
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the code is not complete, you need to add this:
Behavior = SubObjectsUpgrade ModuleTag_17
;*** Bio bomb load ***
TriggeredBy = Upgrade_GLABombTruckBioBomb
ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
ShowSubObjects = Bombload02
HideSubObjects = Bombload01 Bombload03 Bombload04
End
Behavior = SubObjectsUpgrade ModuleTag_18
;*** High-explosive bomb load ***
TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb
ConflictsWith = Upgrade_GLABombTruckBioBomb
ShowSubObjects = Bombload03
HideSubObjects = Bombload01 Bombload02 Bombload04
End
Behavior = SubObjectsUpgrade ModuleTag_19
;*** High-explosive bio bomb load ***
TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb
ShowSubObjects = Bombload04
HideSubObjects = Bombload01 Bombload02 Bombload03
RequiresAllTriggers = Yes
End
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06-14-2003, 11:26 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Sweden
Posts: 232
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Quote:
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Originally Posted by Cold-Blooded
the code is not complete, you need to add this:
Behavior = SubObjectsUpgrade ModuleTag_17
;*** Bio bomb load ***
TriggeredBy = Upgrade_GLABombTruckBioBomb
ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
ShowSubObjects = Bombload02
HideSubObjects = Bombload01 Bombload03 Bombload04
End
Behavior = SubObjectsUpgrade ModuleTag_18
;*** High-explosive bomb load ***
TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb
ConflictsWith = Upgrade_GLABombTruckBioBomb
ShowSubObjects = Bombload03
HideSubObjects = Bombload01 Bombload02 Bombload04
End
Behavior = SubObjectsUpgrade ModuleTag_19
;*** High-explosive bio bomb load ***
TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb
ShowSubObjects = Bombload04
HideSubObjects = Bombload01 Bombload02 Bombload03
RequiresAllTriggers = Yes
End
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Nonono..  Only if I want to change what to show on the model.. Theese are just to show different subobjects on the bombtruck, I'm adding an upgrade to the Terrorist.. thanks anyway
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06-14-2003, 01:50 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Re: Help, Adding an Object Upgrade to the Terrorist..
Quote:
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Originally Posted by ice
I will try, but I don't think that's the problem since that only makes the button invisible until you have chosen a specific science, you don't want the Terrorist to be able to upgrade using another general then the Bio-Command General
I will keep looking in why I have this problem.. I'm pretty sure I've linked the button correctly, but I will look into it..
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Hmm... I didn't realise your not making a mod on base Generals. Seems you are modding Pro:Gen. That is not a good idea.
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06-14-2003, 06:50 PM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Sweden
Posts: 232
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Re: Help, Adding an Object Upgrade to the Terrorist..
Quote:
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Originally Posted by Eradicator
Quote:
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Originally Posted by ice
I will try, but I don't think that's the problem since that only makes the button invisible until you have chosen a specific science, you don't want the Terrorist to be able to upgrade using another general then the Bio-Command General
I will keep looking in why I have this problem.. I'm pretty sure I've linked the button correctly, but I will look into it..
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Hmm... I didn't realise your not making a mod on base Generals. Seems you are modding Pro:Gen. That is not a good idea.
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Well, I have always wanted to re-enable them and I also like to mod, so I started to work on this mod some time ago, and started to plan it a long long time ago.. I don't care if anyone will play it at all, I just make what I would like to see in Generals, and if anyone else likes it then great 
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06-15-2003, 05:56 AM
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#10 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Asia, Philippines
Posts: 311
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ok noprob 
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