I'm having two problems with some special powers I made for ReGen (spy plane and paratroopers):
Code:
SpecialPower SpecialPowerSpyPlane
Enum = SPECIAL_SPY_SATELLITE
ReloadTime = 150000
RadiusCursorRadius = 300
ShortcutPower = Yes
AcademyClassify = ACT_SUPERPOWER
End
SpecialPower SpecialPowerParatroopers
Enum = SPECIAL_PARADROP_AMERICA
ReloadTime = 300000
RadiusCursorRadius = 50
ShortcutPower = Yes
AcademyClassify = ACT_SUPERPOWER
End
Code:
Behavior = OCLSpecialPower ModuleTag_15
SpecialPowerTemplate = SpecialPowerSpyPlane
OCL = SUPERWEAPON_SpyPlane
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = OCLSpecialPower ModuleTag_16
SpecialPowerTemplate = SpecialPowerParatroopers
OCL = SUPERWEAPON_Paratroopers
CreateLocation = CREATE_AT_EDGE_NEAR_TARGET
OCLAdjustPositionToPassable = Yes
End
Code:
CommandButton Command_SpecialPowerSpyPlane
Command = SPECIAL_POWER
SpecialPower = SpecialPowerSpyPlane
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
TextLabel = CONTROLBAR:SpecialPowerSpyPlane
ButtonImage = SAAurora
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSpecialPowerSpyPlane
RadiusCursorType = SPYSATELLITE ;DAISYCUTTER
InvalidCursorName = GenericInvalid
CursorName = FireBomb
End
CommandButton Command_SpecialPowerSpyPlaneFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SpecialPowerSpyPlane
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
TextLabel = CONTROLBAR:SpecialPowerSpyPlaneShortcut
ButtonImage = SAAurora
; ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSpecialPowerSpyPlane
RadiusCursorType = SPYSATELLITE ;DAISYCUTTER
InvalidCursorName = GenericInvalid
CursorName = FireBomb
End
CommandButton Command_SpecialPowerParatroopers
Command = SPECIAL_POWER
SpecialPower = SpecialPowerParatroopers
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
TextLabel = CONTROLBAR:SpecialPowerParatroopers
ButtonImage = SACParatroopers2
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSpecialPowerParatroopers
RadiusCursorType = PARADROP
InvalidCursorName = GenericInvalid
CursorName = FireBomb
End
CommandButton Command_SpecialPowerParatroopersFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SpecialPowerParatroopers
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS
TextLabel = CONTROLBAR:SpecialPowerParatroopersShortcut
ButtonImage = SACParatroopers2
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipSpecialPowerParatroopers
RadiusCursorType = PARADROP
InvalidCursorName = GenericInvalid
CursorName = FireBomb
End
Ok, long piece of code, but here's the problems I'm having.
1. When the building they're on is built (second code) the powers start off charged instead of starting off empty. How can I force them to charge first before they can be used?
2. The paratroopers power can't be used on unexplored (shrouded) terrain. How can I allow the player to drop them anywhere, even in black areas?