Upgrades help
#1 Guest_jackal16_*
Posted 09 September 2007 - 10:43 AM
Thanks
#2
Posted 09 September 2007 - 11:08 AM
You need to copy the entire file.
And you need to change the "id="UnitAbilityButtonTemplateStore"" to something else - ie "id="UnitAbilityButtonTemplateStoreNew"".
You also need to ensure you've added the button to the building's commandset.
#3 Guest_jackal16_*
Posted 09 September 2007 - 03:03 PM
Thanks
#4
Posted 09 September 2007 - 03:11 PM
#5 Guest_Guest_*
Posted 09 September 2007 - 03:37 PM
#6
Posted 09 September 2007 - 05:36 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#7 Guest_Guest_*
Posted 09 September 2007 - 06:36 PM
Make sure it's not in the same weapon slot. As Daz said, look at the pitbull code. A successful modder has a natural curiosity and looks for everything that might help him before asking anyone else
#8 Guest_Guest_*
Posted 09 September 2007 - 06:38 PM
I know ive tried adding a new weapon slot but no luck
#9
Posted 09 September 2007 - 06:44 PM
And btw, registering here might be a nice thing, then you can edit your posts
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#10 Guest_Joshua_*
Posted 10 September 2007 - 12:05 AM
#11 Guest_jackal16_*
Posted 10 September 2007 - 05:40 PM
The first weapon is what it starts with and the second becomes avaliable once the upgrade is purchased.
But the problem is that when the upgrade takes place it only uses the pitbullrockets instead of both.
<WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotTurret ID="1" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODScorpionBuggyGatling" /> <TurretSettings TurretTurnRate="2000" TurretPitchRate="200" AllowsPitch="true" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotTurret> <WeaponSlotTurret ID="2"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIPitbullRocketWeapon" ObjectStatus="WEAPON_UPGRADED_01" /> <TurretSettings TurretTurnRate="360" TurretPitchRate="20" AllowsPitch="true" PitchHeight="99%" MinimumPitch="-20d" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0"> <TurretAITargetChooserData /> </TurretSettings> </WeaponSlotTurret> </WeaponSetUpdate>
Edit by DLotS: added code tags
Edited by Dark Lord of the Sith, 10 September 2007 - 06:14 PM.
#12
Posted 11 September 2007 - 05:26 PM
While there are a few weapon choice criterias to choose from, none will fit exactly what you want. You can try adjusting the range of both weapons to be equal, as is, the rockets range might be greater than your gun.
If it's even possible, I'm sure someone will figure out a way to fix this. Alot of code still being studied and played around with.
Cheers,
Rebelmoon
Edited by Rebelmoon, 11 September 2007 - 05:28 PM.
#13
Posted 11 September 2007 - 05:33 PM
AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
I believe that's your problem,
Try:
AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"
You might need both lines on both weapon slots, I can't remember and don't have the unit that I used it on coded anymore.
#14 Guest_xheromanx_*
Posted 07 December 2007 - 11:09 PM
<LogicCommand
Type="PLAYER_UPGRADE"
id="Command_UpgradeNODBlackHandStealth">
<Upgrade>Upgrade_NODBlackHandStealth</Upgrade>
</LogicCommand>
<LogicCommandSet
id="NODOperationsCenterCommandSet">
<Cmd>Command_UpgradeNODBlackHandStealth</Cmd>
<Cmd>Command_UpgradeNODDozerBlades</Cmd>
<Cmd>Command_SelectObjectsForClone</Cmd>
<Cmd>Command_SpawnObjectsForClone</Cmd>
<Cmd>Command_CloakingField</Cmd>
<Cmd>Command_FireRadarJammingMissile</Cmd>
<Cmd>Command_TogglePower</Cmd>
<Cmd>Command_SelfRepair</Cmd>
<Cmd>Command_Sell</Cmd>
</LogicCommandSet>
<!--******************NOD Upgrades***************-->
<UpgradeTemplate id="Upgrade_NODBlackHandStealth"
inheritFrom="BasePurchasableUpgrade"
DisplayName="UpgradeName:NODBlackHandStealth"
AcquireHint="UpgradePrereq:NODBlackHandStealth"
TypeDescription="UpgradeType:NODBlackHandStealth"
Description="UpgradeDesc:NODBlackHandStealth"
Type="PLAYER"
BuildCost="2500"
BuildTime="20s"
IconImage="Button_UpgradeDozerBlades"
/>
hope u can help me.
got a second question. does it matter that a unit exist to train this upgrade for my problem?so can the error be by the blackhand code?
thx for help
#15 Guest_xheromanx_*
Posted 07 December 2007 - 11:14 PM
xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<Tags />
<Includes />
<UnitAbilityButtonTemplateStore
id="newUnitAbilityButtonTemplateStore">
<Templates>
<!-- s
<TargetedSpecialPowerButton
Id="Command_ZoneTrooperSquadFireJumpJets"
ValidTargetCursor="Bombard">
<State
Image="Button_AbilityJumpJets"
Title="NAME:AbilityJumpJetsZoneTroopers"
Description="DESC:AbilityJumpJetsZoneTroopers" />
</TargetedSpecialPowerButton>
-->
<TargetedSpecialPowerButton
Id="Command_ZoneTrooperSquadGetToJumpJetRange"
RadiusCursor="TargetingDecal02" >
<State
Image="Button_AbilityJumpJets"
Title="NAME:AbilityJumpJetsZoneTroopers"
Description="DESC:AbilityJumpJetsZoneTroopers" />
</TargetedSpecialPowerButton>
<PlayerUpgradeButton
Id="Command_UpgradeNODBlackHandStealth">
<State
Image="Button_UpgradeDozerBlades"
Title="Name:UpgradeNODBlackHandStealth"
Description="DESC:UpgradeNODBlackHandStealth" />
</PlayerUpgradeButton>
ps: the dozerupgrade image is just a "place holder". first the upgrade should work before the tuning=)
#16
Posted 07 December 2007 - 11:43 PM
<ProductionUpdate id="ModuleTag_ProductionUpdate" Type="UPGRADE" GiveNoXP="true" />
Btw: Santa says that good boys register. If you aren't a good boy, you shall receive no presents this year.
HO HO HO
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#17 Guest_xheromanx_*
Posted 07 December 2007 - 11:48 PM
Did you give the Operations Center a ProductionUpdate?
<ProductionUpdate id="ModuleTag_ProductionUpdate" Type="UPGRADE" GiveNoXP="true" />
Btw: Santa says that good boys register. If you aren't a good boy, you shall receive no presents this year.
HO HO HO
yes i did. in my code u see <Cmd>Command_UpgradeNODDozerBlades</Cmd> thats the dozer upgrade from the tech change to the operation center and that works
#18
Posted 08 December 2007 - 12:02 AM
Apart from that, the mod compiles fine? Is every required file included (like the button store)?
Is that cut-off xml declaration complete in your file? Sounds stupid, but sometimes errors are even more stupid...
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#19
Posted 08 December 2007 - 12:26 AM
Edited by xheromanx, 08 December 2007 - 12:27 AM.
#20
Posted 08 December 2007 - 12:43 AM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
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