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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-19-2005, 07:06 AM
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#11 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Of course, the existing units won't be upgraded using that method, but if thats not a concern then woo.
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07-19-2005, 07:41 AM
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#12 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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If it is a problem then I believe there is a replaceobject module or something that allows you to replace your units with another unit when you buy an upgrade, while retaining the origonals heath and veterency
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07-19-2005, 07:47 AM
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#13 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Aye, that you can.
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07-19-2005, 09:53 AM
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#14 (permalink)
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Member
Join Date: Jul 2005
Posts: 42
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@ ALPHATON tell me that "replace object module"?????
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07-19-2005, 10:08 AM
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#15 (permalink)
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Member
Join Date: Jul 2005
Posts: 42
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sorry for doubleposting but change this method the build button too?
In Example: i´ve got a mig.I purchase an upgrade and replace it like this with a raptor:
Object_ChinaJetMig
...
Behavior = ReplaceObjectUpgrade ModuleTag_12
ReplaceObject = Raptor
TriggeredBy = Upgrade_NewTechnology
End
...
End
What about the BuildmigI Commandbutton? (Image)
Will that replaceobjectupgrade change it into the Image of the raptor?
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07-19-2005, 10:23 AM
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#16 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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No, and any Migs you build after the upgrade will probs stay as migs as well, I dunno. All you need to do is use both methods together.
I don't actually know the replace module myself, only that it exists. Jus do a search on the forum.
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07-19-2005, 12:19 PM
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#17 (permalink)
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Member
Join Date: Jul 2005
Posts: 42
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Yes you´re right it works good
Replaced the object and "Upgrade" the commandset :-)
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07-19-2005, 12:44 PM
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#18 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Germany
Posts: 363
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after the replace module the new object has the default setting, for example 100% health... though the unit had maybe only 25% before the upgrade. I'd say with attacking units that can be a ballance problem.
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07-19-2005, 12:50 PM
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#19 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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You can make it fire a weapon that kills itself. On death, spawn an OCL of the new unit with transferhealth or whatever the module is called.
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07-19-2005, 04:44 PM
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#20 (permalink)
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Member
Join Date: Jul 2005
Posts: 42
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:scared: seems to be more complicated than i thought before
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