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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 06-16-2004, 10:11 AM   #1 (permalink)
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Default Can you time a locomotor?

Can you time a locomotor, so that you can say when he activate te locomotor with a timer or somthing?
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Old 06-16-2004, 10:52 PM   #2 (permalink)
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maybe you could use OCL upgrade create a block object which has a lifetime, when it dies, automatically remove the upgrade and make a new upgrade to normal, i think the GLA combatbikecould help you
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Old 06-16-2004, 11:55 PM   #3 (permalink)
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actually look to the Build Drone upgrade. Alot of people build invisible drones that have a Max Lifetime setting of so many msecs. After it dies than it removes the upgrade and resorts back to the orginal object or PRE upgrade locomotor.
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Old 06-17-2004, 04:02 AM   #4 (permalink)
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You all forget that the locomotor upgrade is NOT a real upgrade. It is not listed in the upgrade.ini and can't be removed with the "remove upgrade" tag.
They've abused the naming of the tag as being "an upgrade" where in fact it is not. A lot of people get confused by this...
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Old 06-17-2004, 07:18 AM   #5 (permalink)
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Your explanation doesn't help either Flyby...

Locomotor upgrades are in fact upgrades like any other, because they are defined in Upgrade.ini. But upgrades by themselves don't do anything, you need to get particular modules to be triggered by them. Those modules allow various aspects of an object to be changed, and one of those is a locomotor switch. And THAT is where the problem is. Normally, the module will revert back to the original (non-upgraded) state if the actual upgrade is removed. With locomotors that's not the case, they will STAY upgraded even if you somehow remove the upgrade that triggered them.
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Old 06-17-2004, 08:05 AM   #6 (permalink)
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Both your 2 theories indicate the same thing that Bart cann't achieve his desire.
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Old 06-17-2004, 08:41 AM   #7 (permalink)
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Not necessarily. He only said that he wanted to time it to change to a locomotor, but not revert it.
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Old 06-17-2004, 08:51 AM   #8 (permalink)
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No, Immoman....
Locomotor upgrades are not defined as upgrades and are NOT listed in the upgrades.ini file. (run through the file for any reference of locomotors, you wont find any....)

They just use a real upgrade to trigger the new locomotor condition. And it is not because you remove the upgrade trigger that the locomotor wil change back also. a trigger isn't the same as a required condition.

The whole name confusion comes from the observation that it mentions "SETupgrade" and not just "upgrade". This ambigious naming causes a lot of confusion...
maybe "locomotor_turbo" would have been a better name?

Code:
Behavior = LocomotorSetUpgrade ModuleTag_10
    	TriggeredBy = Upgrade_Veterancy_HEROIC
  End
To come back to the original question :

be aware you can't revert back locomotors, but it is possible to time the locomotor by using an OCL.
Your base model needs a LifetimeUpdate and a CreateObjectDie module to make an OCL object.
Then give the OCL object a GrantUpgradeCreate, which will be the trigger for the locomotor...
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Old 06-17-2004, 10:50 AM   #9 (permalink)
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Ok flyby either you're completely wrong or you have some explaining to do. If you look at the Nuclear Tanks upgrade (which upgrades the locomotor), you'll see that there's an entry in CommandButton.ini:

Code:
CommandButton Command_UpgradeChinaNuclearTanks
  Command       = PLAYER_UPGRADE
  Upgrade       = Upgrade_ChinaNuclearTanks
  Options       = IGNORES_UNDERPOWERED
  TextLabel     = CONTROLBAR:UpgradeChinaNuclearTanks
  ButtonImage   = SSNukeTank
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUpgradeChinaNuclearTanks
End
The "Upgrade = Upgrade_ChinaNuclearTanks" line refers the button to an upgrade in Upgrade.ini:

Code:
Upgrade Upgrade_ChinaNuclearTanks
  DisplayName        = UPGRADE:NuclearTanks
  BuildTime          = 60.0
  BuildCost          = 2000
  ButtonImage        = SSNukeTank
  ResearchSound      = BattleMasterTankVoiceUpgradeNuclear
End
When that upgrade becomes available (it's basically a boolean on/off switch), it triggers this code on the Battlemaster:

Code:
Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
  DeathWeapon   = NuclearTankDeathWeapon
  StartsActive  = No                        ; turned on by upgrade
  TriggeredBy   = Upgrade_ChinaNuclearTanks
End
Behavior = LocomotorSetUpgrade ModuleTag_07
  TriggeredBy = Upgrade_ChinaNuclearTanks
End
Both those modules obviously need an upgrade to work. And now you're telling me that they'd work without? :wtf:
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Old 06-17-2004, 11:16 AM   #10 (permalink)
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instead of hijacking the topic, i'm continuing this in private.
check your PM
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