Well my main unit has these modules:
Code:
Behavior = WeaponSetUpgrade ModuleTag_05
TriggeredBy = Upgrade_TankGun_HEAT
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_TankGun_HEAT
TriggeredBy = Upgrade_TankGun_HEAT
End
Behavior = ProductionUpdate ModuleTag_07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
So the upgrade "Upgrade_TankGun_HEAT" switches the tank's weapon to another weapon type. At the same time the dummy drone is created (currently an exact copy of the US Battledrone).
Code:
ObjectCreationList OCL_TankGun_HEAT
CreateObject
Offset = X:0 Y:0 Z:40
ObjectNames = TankGun_HEAT_Dummy
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
The drone has that module:
Code:
Behavior = UpgradeDie ModuleTag_12
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_TankGun_HEAT ModuleTag_13
End
That means whenever the drone is killed, I am just shooting it by an AA-weapon at the moment, the upgrade should be removed and the weapon restored.
Well, the upgrade is removed, but the weapon stays. So that's my problem.