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squad_hold_ext modifiers


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#1 fuggles

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Posted 18 August 2018 - 11:32 AM

Has anyone got this to work? I'm trying to implement a crew system so the unit has a -1 modifier to enable movement, which should be removed when the unit gets into it, but the negative modifier is not removed.

 

I've tried applying a 1 modifier when crewed and I've deleted mentioning of the modifier when crewed, yet the darned thing still sits there inert.



#2 Gambit

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Posted 19 August 2018 - 02:54 PM

Never tried it but I think it works OK. Perhaps you must also use the modifiers_no_squads, for reversing the effects.

For one, have a look at the guard_hq. The modifiers there are fully functional.


Edited by Gambit, 19 August 2018 - 02:55 PM.

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#3 fuggles

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Posted 19 August 2018 - 03:47 PM

I'm using no_squads to set the effects, just nothing reverses it. O wonder if it's only hard points that work.

#4 Gambit

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Posted 19 August 2018 - 05:49 PM

Instead of enable movement, have you tried max speed x0?


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#5 fuggles

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Posted 20 August 2018 - 12:42 PM

I doubt it will work, I can't get any of the modifiers working.

#6 thudo

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Posted 21 August 2018 - 10:36 PM

How can a unit actually "crew a vehicle"? Only way is garrison like SL's Salamanders or DE Raider and that is it where it just show "aesthetically" on the vehicle OR when you garrison X unit to Y vehicle it results in Z new attribs given like UA's Captain's Warlord Titan.


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#7 fuggles

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Posted 22 August 2018 - 04:11 AM

Like the latter. Can you send me the ebps for that titan?

#8 thudo

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Posted 22 August 2018 - 04:20 AM

Sure thing!
 
I believe what allows the Titan to upgrade or build options is this code:

GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"] = Reference([[modifiers\enable_production.lua]])
GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"]["application_type"] = Reference([[type_modifierapplicationtype\tp_mod_apply_to_entity.lua]])
GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"]["exclusive"] = false
GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"]["modifier_class_name"] = Reference([[type_modifier\tp_modifier.lua]])
GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"]["probability_of_applying"] = 1.000000
GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"]["target_type_name"] = ""
GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"]["usage_type"] = Reference([[type_modifierusagetype\tp_mod_usage_enable.lua]])
GameData["squad_hold_ext"]["modifiers_no_squads"]["modifier_01"]["value"] = -1.000000

So when you garrison a unit with "transport_lieutenant" which is only the Captain then it unlocks production options.

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#9 fuggles

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Posted 22 August 2018 - 07:29 AM

Looks like my code, so probably doesn't work. Is that latest ua?

#10 thudo

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Posted 22 August 2018 - 12:00 PM

Pretty much latest UA code for that Captain's Titan although I am on their team so have access to their repo but doubt that logic ever changed.


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#11 fuggles

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Posted 22 August 2018 - 09:32 PM

I can't seem to install UA 1.88.5 - it goes through the rigmarole of unpacking, but there are no files to show for it at the end :(

 

Agh it was comodo all along.


Edited by fuggles, 22 August 2018 - 10:24 PM.


#12 thudo

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Posted 22 August 2018 - 10:41 PM

:evgr:


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#13 fuggles

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Posted 23 August 2018 - 01:01 AM

After all that then enable movement does not work. Shame, I had big plans.



#14 thudo

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Posted 23 August 2018 - 01:06 AM

:sad2:


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#15 fuggles

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Posted 23 August 2018 - 08:05 AM

Can a unit have add-ons via freeui or any other way?

#16 Gambit

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Posted 23 August 2018 - 09:04 AM

Of course! As long as it is a single-entity squad, of course.

You can give a unit addons, and you will see a menu appearing, similar to the produce-squad-from-squad.

You will only need to enable it for your race through a simple trick.


Edited by Gambit, 23 August 2018 - 09:04 AM.

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#17 fuggles

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Posted 23 August 2018 - 09:26 AM

Single entity squad, yes. What is this simple trick?

#18 Gambit

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Posted 23 August 2018 - 09:50 AM

It must be set in the race Cmd menu.

Specifically, you should use this:

-- Squad production menu
            { bind = "production_squad_from_squad_menu",
ui = commandsmall_buttons.build_basic, texture =
"event_cue_icons/custom/newtechavailable", submenu =
submenu_squads_addons_researches_adv, tt = tooltip_simple_template,
tt_title = "$15302990", tt_desc = "$15302991" },

For more, see (or directly use!) the profile of Ultramarines.


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#19 fuggles

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Posted 23 August 2018 - 12:58 PM

Have I got an old version of FreeUI/UM? Can't seem to find that.



#20 thudo

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Posted 23 August 2018 - 01:37 PM

UM has been available to the internal tester's group that you are apart of AND the latest build has what you require.


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