Thanks for the help!
I tried this one then:
The original
T90 tank and its INI entry:
Code:
UpgradeCameo1 = Upgrade_RussiaT90MG
UpgradeCameo2 = Upgrade_RussiaT90MD
UpgradeCameo3 = NONE
UpgradeCameo4 = NONE
UpgradeCameo5 = NONE
Draw = W3DOverlordTankDraw ModuleTag_01
ConditionState = NONE
Model = rut90
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = rut90
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = rut90
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
... second part:
Code:
Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 2
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_T90MG
TriggeredBy = Upgrade_RussiaT90MG
;ConflictsWith = nothing!
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_T90MD
TriggeredBy = Upgrade_RussiaT90MD
;ConflictsWith = nothing!
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 2; So you can't build multiple upgrades in the same frame
End
Behavior = CommandSetUpgrade ModuleTag_11
CommandSet = RussiaTankT90MGCommandSet
TriggeredBy = Upgrade_RussiaT90MG
;ConflictsWith = nothing!
End
Behavior = CommandSetUpgrade ModuleTag_12
CommandSet = RussiaTankT90MDCommandSet
TriggeredBy = Upgrade_RussiaT90MD
;ConflictsWith = nothing!
End
-------------------------------------------------------------------------------------
Now the two upgrades I want to use:
1.) Russia T90 with MachineGun
Code:
;UpgradeCameo1 = Upgrade_Nationalism
;UpgradeCameo1 = Upgrade_ChinaUraniumShells
;UpgradeCameo2 = Upgrade_ChinaNuclearTanks
UpgradeCameo4 = Upgrade_RussiaT90MD
UpgradeCameo5 = Upgrade_RussiaT90MG
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = UPGRADEA01 ;<- BONE NUMBER ONE
DefaultConditionState
Model = rut90mg
Turret = ALTTURRET
;TurretPitch = GUN
WeaponFireFXBone = PRIMARY WEAPONB01
End
ConditionState = REALLYDAMAGED
Model = rut90mg
Turret = ALTTURRET
;TurretPitch = GUN
WeaponFireFXBone = PRIMARY WEAPONB01
End
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ; turn rate, in degrees per sec
;TurretPitchRate = 80
;FirePitch = -5 ; Instead of aiming pitchwise at the target, it will aim here
;AllowsPitch = Yes
;RecenterTime = 5000 ; how long to wait during idle before recentering
;FiresWhileTurning = Yes
;NaturalTurretPitch = 35 ; this keeps it aimed half way between land and sky
; since you never know from whence cometh danger
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
2.) Russia T90 with Propaganda Tower Effect
Code:
;UpgradeCameo1 = Upgrade_Nationalism
;UpgradeCameo2 = Upgrade_ChinaUraniumShells
;UpgradeCameo3 = Upgrade_ChinaNuclearTanks
UpgradeCameo4 = Upgrade_RussiaT90MD
UpgradeCameo5 = Upgrade_RussiaT90MD
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = UPGRADEB01 ;<- BONE NUMBER TWO
ConditionState = NONE
Model = rut90md
ParticleSysBone = NONE MicrowaveRotisserie
End
ConditionState = REALLYDAMAGED
Model = rut90md
ParticleSysBone = NONE MicrowaveRotisserie
End
End
Behavior = PropagandaTowerBehavior ModuleTag_04
Radius = 150.0
DelayBetweenUpdates = 2000 ; in milliseconds
HealPercentEachSecond = 1% ; get this % of max health every second
PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_ChinaSubliminalMessaging
UpgradedHealPercentEachSecond = 2% ; get this % of max health every second
UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
End
-------------------------------------------------------------------------------------
The problem is still the same, only one upgrade is drawn, the other one simply isn't there but the weapon linked to it fires at enemies.
And the turret of the MachineGun still turns just as it wants to.
Btw, merry christmas to everyone!
P.S.: I now it's too early but I want to make sure those Americans here also get my greetings :-)