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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-01-2008, 09:37 PM
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#1 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 114
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upgrade issue
i added a new upgrade, commandset and command button but it didnt recognise "object_upgrade" as part of the index list for an armorset upgrade.
i had written it as : armorset
conditions = OBJECT_UPGRADE
armor = newarmor
DamageFX = StructureDamageFXNoShake
End
i added an armorupgrade module but that seems to work as PLAYER_UPGRADE only ie the usa composite armor.
i know i could do a maxhealthupgrade but i wanted to alter the behaviour as well as increase the health, just for that extra kick.
basically i'm trying to upgrade the glastingersite to have weapons and new armor, available after a certain structure or science is available but it just doesnt seem to like either of them.
since is has spawns_are_the_weapons it wont accept a weaponset it seems.
I tried weaponset, conditions = none, end
both with and without a primary weapon slot, and using the listeningoutpostdummyweapon in the slot. didnt accept it.
when i tried just having the weaponset as conditions = OBJECT_UPGRADE it didnt like that either.
for a workaround i'm guessing i could try having it spawn a new kind of infantry with the weapons i'm after, triggered by a commandbutton which requires a player_upgrade but wasnt quite what i had in mind.
and i wanted this armorset upgrade and maxhealth to be triggered by object_upgrade as i want each one to be done individually, but seems like that just isnt possible. any suggestions?
i'm thinking an OCL replace, but that may interfere with my other idea.
which is that it can gain exp and gain some heroic behaviours, which i'm guessing means adding KINDOF vehicle to it maybe and the experience value/required fields.
and possibly also garrisonable, tho might scrap that to save runtime.
in short i feel that the GLA defence structures are weak and useless and wanted to give them the option of an expensive upgrade, more immune if receiving a massive tank rush, but not too powerful and cheap that it'd encourage turtling. Neither of the other two sides has a defence structure which is rendered completely useless by sniper fire or building clearing weapons right now.
i want this stinger site to be clearable by sniper etc as standard, but much better armored and armed, but able to gain exp and therefore new behaviours.
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09-01-2008, 09:45 PM
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#2 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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Why not upgrade the StingerSoldier's weaponset?
What did it say in Upgrade.ini?
Last edited by Mr_Muzzle; 09-01-2008 at 09:52 PM..
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09-01-2008, 10:03 PM
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#3 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 114
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good point but what i have in mind might really unbalance the game if all the stinger soldiers got it.
mind you i've already unbalanced heavily in favour of usa so this might be a good plan.
i'm just wondering whether it would work if i removed spawns_are_the_weapons from kindof.
firebase has the same thing but it already starts with a weaponset, the stingersite doesnt.
maybe its because the stinger site doesnt start with a weaponlaunchbone but i thought that just meant the animations wouldnt work, not have an effect on the properties.
its not a modelling error far as i know but tbh i dont know diddly el squat.
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09-01-2008, 10:17 PM
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#4 (permalink)
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Member
Join Date: Aug 2008
Location: United Kingdom
Posts: 60
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Try making a self-destruct weapon for the stinger site, if it works then you'll know it can accept a weaponset, I'm guessing it can because like you said, the firebase has SPAWNS_ARE_THE_WEAPONS and also has a weaponset. For the soldiers, you could make the stinger site like a firebase so you have to garrison them individually, or allow them to gain veterancy and give them weaponset upgrades at each level.
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09-01-2008, 11:45 PM
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#5 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 298
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Do you want to make a unit recieve bonus armor with an object upgrade? There is no OBJECT_UPGRADE condition, just use PLAYER_UPGRADE condition. And don't forget to put Armor Upgrade module. Just fill the TriggeredWith string with the object upgrade.
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09-02-2008, 08:32 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 114
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@n5p29 erm not sure what you mean. i want each individual one to be upgradeable like china creating mines round buildings.
@ mr muzzle yeah might well do it actually. ta
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09-02-2008, 09:57 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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You are confusing types of upgrade with weaponset and armorset conditions, they are not the same.
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09-02-2008, 10:42 AM
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#8 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 114
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so i'm beginning to see.
i take it using overlord contain and object creation might work then?
ie weapon upgrade done by portable_structure and overlordcontain, once the bones are added to it...
and armor by an invisible object which is just larger than the stinger site with a deathweapon which kills the stinger site? or could just go the easier way and have the upgrade trigger a maxhealthupgrade.
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09-02-2008, 10:50 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 777
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Simply give your stinger site upgrade armor set and armorsetupgrade module and max health if you like, that's all you need to do.
If you want it to fire weapons then it needs an AI module as the AI is what fires the weapons.
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09-02-2008, 11:13 AM
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#10 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 114
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doh.
makes sense. i want it to be an object upgrade though so it only effects individual stinger sites and works like a camo net style upgrade though not for stealth.
i'm just playing guantanamo bay now... f me i didnt expect this much, it looks epic.
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