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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 03-23-2003, 02:19 PM   #1 (permalink)
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Default Conflicting Sciences

i have made 3 sciences and i would like to make it so tht if u choose one of them then u cant choose the other 2, i cant seem to figure this out

anyone know how to do this?

Thanks
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Old 03-23-2003, 03:17 PM   #2 (permalink)
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try lookin at strat center i think this kind of thing is used on bombardment and stuff
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Old 03-23-2003, 03:26 PM   #3 (permalink)
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no thts conflicting upgrades ur thinking of not sciences, and the strat center doesnt have conflicting upgrades but the crusader tank does where u can buy it only 1 out of 2 types of drones (scout drone and guard drone)
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Old 03-23-2003, 05:53 PM   #4 (permalink)
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Uhhm...I think that the crusaders stuff are also upgrades though....

Besides, you can fake conflicts for sciences by using upgrades (just make them free or something for purchase, but that you can only purchase one of the two....that way you can code that by purchasing an upgrade science, you get that science, but since you can't buy the other upgrade sciecne then, you won't be able to get the other science...problem soved).
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Old 03-24-2003, 10:09 AM   #5 (permalink)
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thts really confusing and im pretty sure tht wouldnt work for wht im doing
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Old 03-24-2003, 03:42 PM   #6 (permalink)
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LOL

Sorry for that really rough sketch and the many typo's...didn't have much time when I wrote it.

To be slightly more precise: You can add the code for two upgrades in upgrade.ini and the two buttons that come along with them.

In the upgrade.ini, you should be able to add "ConflictsWith = [insert other upgrade name]" to the upgrade code to ensure that once you purchase the first science, the 2nd will be greyed out. Something like that should work...perhaps even for the sciences as well. I seem to vaguely remember that sciences can also include this part, but I'm not 100% sure. I suggest you try something along those lines if you haven't already...
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Old 03-24-2003, 03:45 PM   #7 (permalink)
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the conflicts wiht thing actually goes in FactionUnit.ini as a module tag on a specifin unit, i have tried all sorts of things but with no luck, ill try putting conflicts wiht in science.ini and c if it works

thanks for ur help (i may need it again lol)
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Old 03-24-2003, 03:51 PM   #8 (permalink)
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nope it doesnt allowe conflicts with in science.ini (or i may just me doing it wrong)
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Old 03-24-2003, 03:59 PM   #9 (permalink)
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Hmmmm....I was just trying to look it up, but no luck so far..

Perhaps I was wrong (happens often enough..)...

Perhaps you might want to consider different approaches? I mean, looking at the Ranger, we get this as his CommandButton code for switching weapons:

Quote:
CommandButton Command_AmericaRangerSwitchToMachineGun
Command = SWITCH_WEAPON
WeaponSlot = PRIMARY
Options = CHECK_LIKE OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:RangerMachineGun
ButtonImage = SSMachineGun
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipSwitchToRangerMachineGun
End
Perhaps that the Options type holds a possiblity to grey out other buttons? That, or it is automatically included with the "SWITCH_WEAPON" command somehow....hhmmm....

There might be another option to get what you want: regular scripting in a map. Seeing as the SP maps have several buttons hidden/removed all done by regular scripting (they also edited the ranking general sciences somehow), you might learn a way to get it done through that way...

However, I don't know, I'm just offering you a few possiblities...
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Old 03-24-2003, 04:05 PM   #10 (permalink)
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thanks for all ur help ill just keep trying
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