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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 08-05-2004, 10:27 AM   #1 (permalink)
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Location: China
Posts: 356
Default How to discard a WeaponSet upgrade?

Here is some code. the problem is that the weaponset cann't be changed back. It becomes one way upgrade indeed.
Code:
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ChinaInfantryTankHunterMissileLauncher
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY ChinaInfantryNapalmHunterMissileLauncher
  End

  CommandSet      = ChinaInfantryNapalmHunterCommandSet

  Behavior = WeaponSetUpgrade ModuleTag_13
    TriggeredBy = Upgrade_ChinaNapalmHunterWeaponSet
  End

  Behavior = CommandSetUpgrade ModuleTag_14
    TriggeredBy = Upgrade_ChinaNapalmHunterWeaponSet
    RemovesUpgrades = Upgrade_ChinaTankHunterWeaponSet
    CommandSet = ChinaInfantryNapalmHunterCommandSet
  End
 
  Behavior = CommandSetUpgrade ModuleTag_15
    TriggeredBy = Upgrade_ChinaTankHunterWeaponSet
    RemovesUpgrades = Upgrade_ChinaNapalmHunterWeaponSet Upgrade_ChinaTankHunterWeaponSet
    CommandSet = ChinaInfantryNapalmHunterCommandSet
  End
 
  Behavior = ProductionUpdate ModuleTag_16
    MaxQueueEntries = 1; For the command set switching upgrade
  End
BTW, the WorldBuilder cann't detect the mistake when Hunterr is typed.
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Old 08-05-2004, 01:14 PM   #2 (permalink)
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Default

hhmm, you could try a weapon switch button ... ?
dont know if its possible for this purpose but I made a hybrid button once.
you should see if you can make the switchbutton linked into an upgrade, or triggered by it somehow.
I'm pretty sure its doable though.

BTW Worldbuilder doesnt detect it because its not an error, its simply a reference to something that doesnt exist. Worldbuilder doesnt check the/all references.
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Old 08-05-2004, 05:10 PM   #3 (permalink)
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Default

um i have the same prob ....
i think its impossible cause you CANT remove an player_upgrade....
the Upgrade_ChinaNapalmHunterWeaponSet is an player_upgrade isnt it ?
with RemovesUpgrades = x y you can only delete object_upgrades....
i am searching for someone how have solved this prob cause i need it for my "Conyard-Problem" code... (i think you know what i mean)
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Old 08-05-2004, 05:34 PM   #4 (permalink)
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no I dont but I think in this case the switching between weaponsets would work.
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Old 08-05-2004, 08:15 PM   #5 (permalink)
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The switching weapon buttons are not used because there is a big bug in the game. TankHunterMissileLauncher is AA and AG while NapalmHunterMissileLauncher is only AG. if they were put into one weaponset, NapalmHunterMissileLauncher would even fire against air units too when it was switched to.

I remember someone said it was possible and he had done it months ago. I didn't find that topic by searching since lots of topices were lost.

Upgrade_ChinaNapalmHunterWeaponSet is NOT a player upgrade as well as Upgrade_GLAWorkerFakeCommandSet.
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Old 08-05-2004, 08:33 PM   #6 (permalink)
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Why not use something like the US Ranger's Assault-Rifle/Flashbang "upgrade/switch" thing?
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Old 08-05-2004, 08:45 PM   #7 (permalink)
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W3bdevil, please read the prev post.
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Old 08-06-2004, 01:40 AM   #8 (permalink)
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then set the weapon to have a max firing arc
thats what I did in my mod.
MaxTargetPitch
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