Thanks, I'll give it a shot.
-UPDATE-
Gave it a default weaponset using the already coded DummyWeapon entry and it still doesn't work. I'll show the relevant code.
Quote:
DefaultConditionState
Model = ELYTower
Turret = TURRET01
TurretPitch = TURRETTEL
WeaponLaunchBone = PRIMARY WEAPONA01
WeaponLaunchBone = SECONDARY WEAPONA01
WeaponLaunchBone = TERTIARY WEAPONA01
WeaponFireFXBone = PRIMARY WEAPONA01
WeaponFireFXBone = SECONDARY WEAPONA01
WeaponFireFXBone = TERTIARY WEAPONA01
End
AliasConditionState = NIGHT
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = ELYTower
Turret = TURRET01
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WEAPONA01
WeaponLaunchBone = SECONDARY WEAPONA01
WeaponLaunchBone = TERTIARY WEAPONA01
WeaponFireFXBone = PRIMARY WEAPONA01
WeaponFireFXBone = SECONDARY WEAPONA01
WeaponFireFXBone = TERTIARY WEAPONA01
End
End
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Quote:
WeaponSet
Conditions = None
Weapon = PRIMARY DummyWeapon
Weapon = SECONDARY DummyWeapon
Weapon = TERTIARY DummyWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY TeslaShock02; TeslaShock01 ; TeslaShock
Weapon = SECONDARY TeslaShock02; TeslaShock01 ; TeslaShock
Weapon = TERTIARY TeslaShock02; TeslaShock01 ; TeslaShock
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY VEHICLE INFANTRY
PreferredAgainst = SECONDARY VEHICLE INFANTRY
PreferredAgainst = TERTIARY VEHICLE INFANTRY
ShareWeaponReloadTime = Yes
End
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Quote:
Behavior = WeaponSetUpgrade ModuleTag_15
TriggeredBy = Upgrade_ElysiumProtection
End
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Quote:
Upgrade Upgrade_ElysiumProtection
DisplayName = UPGRADE:Protection
Type = OBJECT
BuildTime = 100.0
BuildCost = 750
ButtonImage = SSMineBunker
End
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