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Glyph Carver Walker thingie


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#1 A13W

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Posted 09 March 2008 - 07:55 PM

Oh, well do you know how to atcually change the buildings that a glyph carver can build? I thik its an abbility but i can find it.

#2 lycan

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Posted 09 March 2008 - 07:59 PM

productiondependencies.xml and glyphcarver.xml :wink_new:

#3 A13W

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Posted 09 March 2008 - 08:00 PM

Neither of em work

#4 lycan

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Posted 09 March 2008 - 08:06 PM

yes they will be in there somewhere i will go check :wink_new:

#5 lycan

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Posted 09 March 2008 - 08:09 PM

plus can you start another topic this is for mod stuff only mod questions in a different topic :wink_new:

for example alien grunt

<Built_Object> Alien_Grunt </Built_Object>

<!-- Strategic requirements -->
<Strategic_Required_Objects> Alien_Creation_Core </Strategic_Required_Objects>
<Strategic_Builder> Alien_Creation_Core </Strategic_Builder>

<!-- Tactical requirements -->
<Tactical_Required_Objects> null </Tactical_Required_Objects>
<Tactical_Builder> Alien_Walker_Habitat </Tactical_Builder>
</Dependency>


tactical builder is the thing that builds it
required is like upgrades.

Edited by lycan, 09 March 2008 - 08:22 PM.


#6 A13W

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Posted 09 March 2008 - 08:29 PM

Yeah I know that but if you look up the heirachy walker it has no tactical builder.....

#7 lycan

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Posted 09 March 2008 - 08:58 PM

To Admin: can you split the topic into another one that would be great :wink_new:.

it does :D.

if you have msn add me icewarrior92@hotmail.co.uk and i will explain more indepth

!-- WALKER: Alien Habitat Walker -->
<Dependency>
<Built_Object> Alien_Walker_Habitat </Built_Object>

<!-- Strategic requirements -->
<Strategic_Required_Objects> null </Strategic_Required_Objects>
<Strategic_Builder> null </Strategic_Builder>

<!-- Tactical requirements -->
<Tactical_Required_Objects> Alien_Arrival_Site, Alien_Glyph_Carver </Tactical_Required_Objects>
<Tactical_Builder> null </Tactical_Builder>
</Dependency>

<Dependency>
<Built_Object> Alien_Walker_Habitat </Built_Object>

<!-- Strategic requirements -->
<Strategic_Required_Objects> null </Strategic_Required_Objects>
<Strategic_Builder> null </Strategic_Builder>

<!-- Tactical requirements -->
<Tactical_Required_Objects> Alien_Hierarchy_Core, Alien_Glyph_Carver </Tactical_Required_Objects>
<Tactical_Builder> null </Tactical_Builder>
</Dependency>


edit: hmm strange ill look through glyph carver

Edited by lycan, 09 March 2008 - 08:59 PM.


#8 A13W

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Posted 09 March 2008 - 09:26 PM

Find anything?

#9 lycan

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Posted 09 March 2008 - 09:35 PM

No i didn't. :( it might be in lua scripts i have no clue at the moment.

#10 A13W

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Posted 09 March 2008 - 09:36 PM

yeah thats the problem ive been a having

#11 Duke

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Posted 10 March 2008 - 04:56 AM

How do you mean to split this topic?

#12 Kelathin

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Posted 10 March 2008 - 01:29 PM

I already split the topic, it was originally in the SEE mod thread

#13 lycan

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Posted 10 March 2008 - 04:18 PM

ESE Thread :sad: and also thanks ^_^

#14 lycan

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Posted 11 March 2008 - 07:27 PM

<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability Name="Alien_Tactical_Build_Structure_Ability">
<Type>TACTICAL_BUILD_STRUCTURE</Type>
<GUI_Activated_Ability_Name> Alien_Glyph_Carver_Build_Ability </GUI_Activated_Ability_Name>
<Effect_Generator_Name> Alien_Glyph_Carver_Effect_Generator </Effect_Generator_Name>
<Is_Modal>Yes</Is_Modal>
<Can_Be_Canceled_By_User>No</Can_Be_Canceled_By_User>
<Targeting_Type> ALLY_OBJECT </Targeting_Type>
<SFXEvent_Target_Ability> Unit_Move_Alien_Glyph_Carver </SFXEvent_Target_Ability>
</Unit_Ability>
</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">
<Tactical_Build_Structure_Ability Name="Alien_Glyph_Carver_Build_Ability">
<!-- KDB Had to reduce the min range due to glyph carver getting stuck on some maps. When Bret fixes all pathing it can be increased back to 50.0 -->
<Activation_Min_Range> 18.0 </Activation_Min_Range>
<Activation_Max_Range> 100.0 </Activation_Max_Range>
<Applicable_Unit_Categories> TacticalBuildableStructure </Applicable_Unit_Categories>
<Activation_Style> Special_Attack </Activation_Style>
<Pre_Build_Anim_Type />
<Building_Anim_Type>Anim_Special_A</Building_Anim_Type>
<Post_Build_Anim_Type />
<SFX_Building_Loop /> <!-- played through effect system -->
<Only_One_Builder> true </Only_One_Builder>
<Should_Use_Line_Of_Sight> false </Should_Use_Line_Of_Sight>
<Max_Channel_Range> 125.0 </Max_Channel_Range>
</Tactical_Build_Structure_Ability>
</Abilities>


:p




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