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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 08-04-2006, 09:42 AM   #1 (permalink)
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Default Upgrade by status?

Hi there,

I wonder if there's a possibility to upgrade a unit since it got a specific status, e.g. STATUS_RIDER1 by a weapon or something.

Of course only with coding, not any scripting!
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Old 08-04-2006, 02:10 PM   #2 (permalink)
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Have you tried using the GrantUpgradeCreate module with RequiredStatus= set?
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Old 08-04-2006, 04:19 PM   #3 (permalink)
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yes. RequiredStatus doesn't work with GrantUpgradeCreate :/
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Old 08-06-2006, 12:40 PM   #4 (permalink)
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any idea?
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Old 08-07-2006, 07:23 PM   #5 (permalink)
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You can enforce a unit to switch to a status by using a status weapon, like the Avenger aimer.

Interestingly, if the unit targeted already has that status, then the status is shut off.

Some status's cause actual logical changes, others just trigger art conditions, Im sorry to say but the STATUS_RIDER# status' do nothing but change the model.

All-in-all, despite how interesting some of the status effects are, none have a practical use, at least from my point of view.
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Old 08-08-2006, 04:58 AM   #6 (permalink)
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Well, actually the STATUS_RIDER# states together with RiderChangeContain module of the CombatBike cause a change of status, art, weapon, locomotor and the unit inside the transport.

So my tests were successful... but only with the help of pure upgrades linked to command buttons. Since I have such a status weapon like the avenger with DamageType = STATUS_RIDER# then nothing seems to be possible to upgrade the other units when they got the status of the weapon. And as long as this doesn't work, they actually aren't allowed to use the STATUS_RIDER# states with all the changes of RiderChangeContain module. That's the main problem... the next would be to destroy the upgrade since the status weapon doesn't fire any more and all other units must come back to default state.
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Old 08-10-2006, 12:40 PM   #7 (permalink)
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Specifically its not the status_rider state that causes the change in commandset, weapon, etc., its the ridercontainmodule.

So if you invoke that status on a unit, seperately, nothing will happen except, at best, a visual change.
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Old 08-10-2006, 01:33 PM   #8 (permalink)
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yeah I know. But what can I do now?
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Old 08-13-2006, 08:12 PM   #9 (permalink)
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Well, one way you could do it is through my tutorial here...

http://www.cncseries.com/content/?523

Essentially it allows you to replace a unit with another unit, transfering the energy and veterency through using a weapon.

The disadvantage to doing it this way is that it counts as a kill, which means either you stick with an extra kill being counted or you completely ommit that unit from the score figures, also, you don't retain the selection of the unit which gets replaced. Also, the effect doesn't fair well with transport units as you can tell.

Nonetheless, when done properly the swap is seemless and has endless possibilities, e.g. as in my tutorial the trigger weapon can be self inflicting, allowing for a deploy unit effect, or the weapon can be triggered by another unit or by a special power.
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Old 08-14-2006, 02:48 PM   #10 (permalink)
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I thought about this method, but I hesitated beacuse of these disadvantage you listed.
And there's one big additional problem when I'd use it: unfortunately, I need this object to be limited (MaxSimultaneousOfType = 1), because they're special units. So, whenever I click the button to toggle between original and replaced unit this will count as a loss of this object and the button to build it becomes free. This is a high risk for allowing cheating :/

damn.

Is there a way around, so that I can use ReplaceObjectUpgrade, though? This would help me a lot.
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