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Avatar Starting with all its upgrades?

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#1 Madin


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Posted 06 February 2009 - 04:34 PM

Any Idea how i'd do this? I tried
<GrantUpgradeCreate id="ModuleTag_GrantUpgradeCreate" UpgradeToGrant="Upgrade_AvatarBeamCannon" xmlns="uri:ea.com:eala:asset" />
This only works for 1 upgrade, though.

Edited by Madin, 08 February 2009 - 01:44 AM.

#2 CommieDog

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Posted 07 February 2009 - 05:31 PM

...Even if you have 4 GrantUpgradeCreate modules?
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#3 Madin


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Posted 08 February 2009 - 12:55 AM

...Even if you have 4 GrantUpgradeCreate modules?

Yes even with 4. Always the fecking stealth detector as well, Husk or straight out the war factory.
I guess the whole method of gaining the upgrades would need to be recoded. Change the LUA script that hides the upgrades, then dump the entire upgrade code?
I wanted a simple solution really, one that gives me less chance of Fecking something up.

#4 Stygs

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Posted 08 February 2009 - 01:06 AM

Then use LUA coding? Lock at the Firehawk, he gets his initial weapon upgrade through LUA. Quite easy and allways works. :crazed:

#5 Madin


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Posted 08 February 2009 - 01:37 AM

Nice to see this getting replies!
Of course my suggestion earlier was like a doctor telling you to cut your head off to cure a headache.

<AIUpdate id="ModuleTag_AI" AutoAcquireEnemiesWhenIdle="YES" AILuaEventsList="NODAvatarFunctions" xmlns="uri:ea.com:eala:asset"><UnitAITargetChooserData /></AIUpdate>
Deleting the underlined attribute in the Avatar.xml allows for the avatar to be built with all upgrades showing. None of the upgrades will work if the upgrade code still exist. This is good has I won't have to touch scripts.lua (Husk works as well!)
The Avatar codes a bastard, with no need to manually get the upgrades most of the Avatar code can be dumped. I'll get around to it sometime, cheers guys!

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