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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 01-04-2005, 09:08 PM   #1 (permalink)
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Default Removing ArmourSets and WeaponSets

A lot of posts recently, I know, please don't hate me. :S

The problem here is that RemovesUpgrades does not appear to also strip anything that relied on the upgrade, in this case WeaponSet and Armour. The aim is to have an upgrade that changes both of these, and can then be turned off again. They turn on fine, but refuse to turn off.

I've tried changing the conditions to OBJECT_UPGRADE, but apparently thats invalid. I tried using RequiresAllTriggers, but that didn't make any difference either.

Some parts of my code for a soldier:

Code:
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY GermanSIGunGas
    Weapon = SECONDARY RedguardBayonet
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_AI
    AutoChooseSources   = SECONDARY   NONE
  End

  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY GermanSIGun
    Weapon = SECONDARY RedguardBayonet
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_AI
    AutoChooseSources   = SECONDARY   NONE
  End

  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  ArmorSet
    Conditions            = PLAYER_UPGRADE
    Armor                 = HumanGasMask
    DamageFX              = None
  End

  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_GasMasks
    RemovesUpgrades       = Upgrade_GasMasksOff
  End

  Behavior          = WeaponSetUpgrade ModuleTag_Wep01
    TriggeredBy     = Upgrade_GasMasksOff
    RemovesUpgrades = Upgrade_GasMasks
  End
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Old 01-04-2005, 09:11 PM   #2 (permalink)
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Default

It's hard coded, AFAIK there is no way to remove upgrades like that short of using replaceobject.
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Old 01-04-2005, 09:27 PM   #3 (permalink)
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bahsticks, smelly engine strikes again
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Old 01-05-2005, 06:10 PM   #4 (permalink)
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Default

Okay, change of plan, but this probably wont work either.

Have a unit select one of two upgrades, an armour upgrade or a gas mask. Each upgrades to a different armourset.

One way I thought of doing this is by using the CRATE armourset upgrade, where selecting an upgrade spawns a crate on the unit, hence upgrading the armourset.

My questions are:
-- What exactly is the crate the needs spawning?
-- Do I require a bone on the model to dictate where it spawns?
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Old 01-05-2005, 06:18 PM   #5 (permalink)
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ok, you might try this:
Get the armors you want listed under PLAYER_UPGRADE and CRATE_UPGRADE_ONE
(where the crate upgrade armor is the same as default I assume)
now if you have an upgrade button for the Player_upgrade, and you make a second button that is an upgrade that makes an OCL spawn .... make the OCL the crate, so when you click it it spawns an (invisible?) crate that upgrades it to CRATE_UPGRADE_ONE now link that same upgrade to the "death" of the player_upgrade somehow (long time ago I did this) and if you need to go back Player_upgrade could probably takeover crate_upgrade_one (link another death(to the crate_upgrade) in here if you want it to be able to switch again)

might do the trick.
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Old 01-05-2005, 06:19 PM   #6 (permalink)
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oh and if you just want to have 2 choises and no need to switch go with 1 as normal upgrade and the second as the crate-spawn-thingy

edit to answer your edit:

the crate that needs spawning is the same kind of crate a dead unit would drop if shot by a Salveger (GLA) or even a crate that can be found on the map (cash and rank bonusses) it does not need a bone, simply the OCL offset x=0 y=0 z=0 (dead center of your models.
now if you dont give the crate a model(physically) it wont even show, but still do its thing.
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Old 01-05-2005, 06:22 PM   #7 (permalink)
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lol, I just thought of that as you posted, with the following questions:
-- What exactly is the crate the needs spawning?
-- Do I require a bone on the model to dictate where it spawns?

"upgrade to the "death" of the player_upgrade somehow" <-- I thought this was impossible btw - player_upgrades cannot be removed im led to believe?
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Old 01-05-2005, 06:23 PM   #8 (permalink)
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oh yeah, that could be so ... must have been a normal object upgrade thats removable

btw for my answer look at the post above
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Old 01-05-2005, 06:23 PM   #9 (permalink)
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argh stop typing at the same time as me
Thanks for reply btw
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Old 01-05-2005, 08:07 PM   #10 (permalink)
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Hmm this is odd. I can't get the crate to appear. The OCL creating the thing is fine, because if I use 1000DollarCrate it spawns quite happily and I get the cash. If I change the offset, it appears.

However, with my crate, if I change the offset it simply doesn't appear, and its not granting the upgrade :\

Here is my crate code:

Code:
Object GasMaskCrate

  ; *** ART Parameters ***
  Draw = W3DScienceModelDraw ModuleTag_01
    DefaultConditionState
      Model = PMJnkCrate
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = MISC_MAN_MADE

  ; *** ENGINEERING Parameters ***  
  KindOf = PARACHUTABLE SELECTABLE ;Only Salvage crates are marked Selectable so the Mouse can interact with them and give Salvage voices.  Being dead makes them not actually selectable
  
  Behavior = SalvageCrateCollide ModuleTag_02
    ForbiddenKindOf = PROJECTILE
    ;ExecuteFX = FX_CratePickup    ; FXList to play when sucessfully picked up

    WeaponChance = 100%           ; If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
    LevelChance = 25%             ; Either we are just a regular Salvager, or we are fully upgraded.  This is the chance we gain a level
    MoneyChance = 75%             ; And this is the chance we get money.  Level + Money = 100%.  Weapon is an idependant FirstChance
    MinMoney = 25                 ; If we get money, this is how much we get.  Make them different to get a random range.
    MaxMoney = 75
  End      

  Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
    MinLifetime = 30000   
    MaxLifetime = 35000   
  End

  Geometry = BOX
  GeometryMajorRadius = 12.0
  GeometryMinorRadius = 12.0
  GeometryHeight = 12.0     
  GeometryIsSmall = Yes    
  Shadow          = SHADOW_VOLUME

End
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