Hm.. My first time back on 3rd Age for almost two years. Haha. JUS_SAURON, Ridder Geel, nice to see you both still active on the forums! Working on anything right now?
So I read up on a couple guides in the 3rd Age about using MonitorConditionUpdate to swap commandsets, so I implemented it. E.g.
Behavior = MonitorConditionUpdate ModuleTag_CommandSetAlt
WeaponSetFlags = WEAPONSET_TOGGLE_1
WeaponToggleCommandSet = AlternateCommandSet1
End
However, now I am trying to solve the dilemma of creating upgraded commandsets (through player upgrades) for both the default commandset AND the toggled commandset. Since commandsetupgrade only applies to the default commandset, I tried this code
Behavior = ModelConditionUpgrade ModuleTag_AllowAltCommandSet3
TriggeredBy = Upgrade_FireArrows Upgrade_Bow2
AddConditionFlags = WEAPONSET_TOGGLE_2
Permanent = Yes
End
Behavior = MonitorConditionUpdate ModuleTag_CommandSetAlt
WeaponSetFlags = WEAPONSET_TOGGLE_2 WEAPONSET_TOGGLE_1
WeaponToggleCommandSet = AlternateCommandSet3
End
But upon launch, the game seems to assume that the unit already has WEAPONSET_TOGGLE_2 as a flag. When I trigger WEAPONSET_TOGGLE_1 before applying any player upgrades, it uses AltCommandSet3 as opposed to AltCommandSet1. (P.s. these codes are just examples).
Just want to know if any of you have done this or something similar and gotten it to work.
Edited by Sleetil, 18 June 2012 - 06:44 PM.