 |
Forum Info
|
 |
Forum Members: 18,679
Total Threads: 8,804
Posts: 95,885
Administrators:
DeeZire, Redemption
There are currently 16 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-22-2005, 02:21 AM
|
#1 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
|
Veteran Weapon Sets
Okay, worldbuilder is getting an error, says sonething about this:
Code:
WeaponSet
Conditions = None
Weapon = PRIMARY NekoGuard
End
WeaponSet
Conditions = WEAPONSET_VETERAN
Weapon = PRIMARY Veteran_NekoGuard
End
WeaponSet
Conditions = WEAPONSET_ELITE
Weapon = PRIMARY Elite_NekoGuard
End
WeaponSet
Conditions = WEAPONSET_HERO
Weapon = PRIMARY Heroic_NekoGuard
End
The WEAPONSET_VETERAN thing should work though... right? I checked the Trade Secrets Revealed thread, & it says it is okay. Any help?
|
|
|
11-22-2005, 08:36 AM
|
#2 (permalink)
|
|
Senior Member
Join Date: Dec 2003
Posts: 217
|
Re: Veteran Weapon Sets
Quote:
Originally Posted by Kitsune";p="
The WEAPONSET_VETERAN thing should work though... right?
|
No. WEAPONSET_VETERAN is not valid for a WeaponSet Condition. The valid ones are:
PLAYER_UPGRADE, MINE_CLEARING_DETAIL, CARBOMB, VEHICLE_HIJACK, CRATEUPGRADE_ONE, CRATEUPGRADE_TWO
WEAPONSET_HERO, WEAPONSET_ELITE, and WEAPONSET_VETERAN are all ConditionStates. ConditionStates are used in Art parameters and not for WeaponSet Conditions.
|
|
|
11-22-2005, 01:05 PM
|
#3 (permalink)
|
|
Member
Join Date: Nov 2005
Posts: 83
|
if u want it to do something like that dont u go on weapons.ini and in it it says something like
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
Shouldnt that get the result u want if u changed it?
|
|
|
11-22-2005, 01:34 PM
|
#4 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
yea you would...cahnge the effects that is...but he may want a whole new set of different weapons...thats why that wouldnt work...
|
|
|
11-22-2005, 01:47 PM
|
#5 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
|
Damnit, I was hoping for when they were veteran, the weapons would get more accurate...
Well, okay that idea is cancelled. Thanks
|
|
|
11-22-2005, 03:17 PM
|
#6 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
well...hold on...you may be able to make an updrade or something... or maybe use some kinda lifetime update as to which when it is alive for a certain amount of time, it may become better...no clue...
|
|
|
11-22-2005, 07:15 PM
|
#7 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
|
I dont want to use the upgrade thing. Forget it, but it was worth a try.
|
|
|
11-22-2005, 09:48 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Jan 2004
Posts: 128
|
yes its possible if u want a unit to use a new weapon when he is 3 star promoted u can here is how:
WeaponSet
Conditions = HERO
Weapon = PRIMARY ;wath ever weapon u want
End
|
|
|
11-23-2005, 07:22 AM
|
#9 (permalink)
|
|
Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
|
DUDE! THANK YOU!
I will test this out later!
|
|
|
11-23-2005, 09:07 AM
|
#10 (permalink)
|
|
Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
|
You didn't read the article in Trade Secrets properly then...
Quote:
|
Originally Posted by In Trade Secrets I
Veteran Abilities
You can make a unit change weapons, locomotors, become stealthed, get an armour boost, and more, when it reaches a certain veterancy level, just like in Red Alert 2. Remember those 4-shooter Apocalypse tanks? You can have those in Generals too. Here's what you do. Imagine your unit has a weaponset like this one:
Code:
WeaponSet
Conditions = None
Weapon = PRIMARY SomeWeapon
End
Now it's interesting to know that any veterancy increase also triggers an upgrade when it reaches the next level. These upgrades are named "Upgrade_Veterancy_VETERAN", "Upgrade_Veterancy_ELITE" and "Upgrade_Veterancy_HEROIC". These upgrades are all OBJECT-type upgrades, so they only affect the unit that gets them, not anything else.
So now that we have an upgrade, it's easy to turn this into a new weapon. If we want the unit to get a better weapon when it reaches ELITE level, you'd need this code:
Code:
Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_Veterancy_ELITE Upgrade_Veterancy_HEROIC
End
Remember that in some cases a unit can skip ELITE and go straight to HEROIC, if the target it destroys is worth enough points. So we need to include them both. Then, all we need is a new WeaponSet:
Code:
WeaponSet
Conditions = None
Weapon = PRIMARY SomeWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SomeWeaponElite
End
You could also give the unit an extra SECONDARY weapon when it reaches a certain level. As far as upgrades go, you can do anything. You could give it a better locomotor (imagine allowing a tank to hover when it reaches elite), more health, create an OCL, make it invisible, etc. You should remember though that this is an upgrade like any other, so if the unit already has an upgrade that affects the same thing as a veterancy upgrade, the two will conflict with each other. So you can't give a unit an elite WeaponSet if it already has another WeaponSetUpgrade. Of course you can still give it a WeaponBonusUpgrade instead, so use your imagination. 
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 02:57 AM.
|