Where are the actual upgrades? I want to make an upgrade called taxes which when you upgrade the supply center generates $200 per sec or something along those lines. I have put the upgrade module in the supply center ini code and i have made the command button and command set for it i also put this in the upgrade
Code:
Upgrade Upgrade_Taxes
DisplayName = UPGRADE:Taxes
BuildTime = 30.0
BuildCost = 800
ResearchSound = ChinookVoiceUpgradeSupplyLines
ButtonImage = SAsupplyline
End
disregard the supplyline refrence and the chinook voice
here is the supply center code
Code:
; ***DESIGN parameters ***
DisplayName = OBJECT:SupplyCenter
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaPowerPlant
End
BuildCost = 2000
RefundValue = 400 ; With nothing (or zero) listed, we sell for half price.
BuildTime = 10.0 ; in seconds
EnergyProduction = -1
CommandSet = AmericaSupplyCenterCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = SupplyCenterUSASelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER
Body = StructureBody ModuleTag_05
MaxHealth = 2000.0
InitialHealth = 2000.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = SupplyCenterCreate ModuleTag_06
;nothing
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_AmericanRangerDebris03
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = ProductionUpdate ModuleTag_09
; nothing
End
Behavior = SupplyCenterProductionExitUpdate ModuleTag_10
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = BaseRegenerateUpdate ModuleTag_11
;No data
End
Behavior = SpawnBehavior ModuleTag_12
SpawnNumber = 1
SpawnReplaceDelay = 9999
SpawnTemplateName = AmericaVehicleChinook
OneShot = Yes
CanReclaimOrphans = No
SlavesHaveFreeWill = Yes
End
Behavior = AutoDepositUpdate ModuleTag_19
DepositTiming = 12000 ; in milliseconds
DepositAmount = 200 ; cash amount to deposit every Deposit Timings
InitialCaptureBonus = 1000 ;capture bonus only happens once
TriggeredBy = upgrade_Taxes
End
Behavior = SupplyCenterDockUpdate ModuleTag_13
NumberApproachPositions = 9 ; There are 9 approach bones in the art
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureSmallDeath
End
Behavior = CommandSetUpgrade ModuleTag_20
CommandSet = AmericaSupplyCenterCommandSetUpgrade
TriggeredBy = Upgrade_Taxes
End
Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = BOX
GeometryMajorRadius = 44.0
GeometryMinorRadius = 45.0
GeometryHeight = 24.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
if any one can help with this it would be great.