When I select a group of standard USA units in the game, which can produce drones, I still have drone production buttons. When I add this group a unit from Airforce General, which can produce drones, I still have these buttons. However, when I add a unit from Superweapon/Laser General, which can produce drones, I don't have these buttons anymore.
Does any one know why?
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FleetCommand
Member Since 25 Oct 2004Offline Last Active Jun 19 2019 07:16 AM
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Topics I've Started
Multi-Selection issue of USA units
19 January 2005 - 05:43 AM
Problem with upgrading to Nuclear Carpet Bomb
19 January 2005 - 05:36 AM
I was trying to turn China Nuclear Carpet Bomb of Generals Zero Hour 1.02 into an upgrade of China Early Carpet Bomb and China Carpet Bomb, so that when someone researches Nuclear Carpet Bomb upgrade, he get his Carpet Bomb Upgraded with Nuclear Bombs.
The problem is that although it works prefectly, the command button and the shortcut button refuse to change their cameo. Can someone please help me?
Here is the code I changed:
Here is the code for the superweapon in the Command Center:
The problem is that although it works prefectly, the command button and the shortcut button refuse to change their cameo. Can someone please help me?
Here is the code I changed:
CommandButton Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = SuperweaponChinaCarpetBomb Science = SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = Early_SuperweaponChinaCarpetBomb Science = Early_SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponChinaCarpetBomb Science = SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponChinaCarpetBomb Science = Early_SCIENCE_ChinaCarpetBomb Nuke_SCIENCE_ChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipCarpetBomb End
CommandButton Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE TextLabel = CONTROLBAR:CarpetBomb ConflictingLabel = OBJECT:CarpetBomb DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = Early_SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE TextLabel = CONTROLBAR:CarpetBomb ConflictingLabel = OBJECT:CarpetBomb DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Nuke_Command_FAKECOMMAND_PurchaseScienceNukeCarpetBomb Command = PURCHASE_SCIENCE Options = SCRIPT_ONLY Science = Nuke_SCIENCE_ChinaCarpetBomb ButtonImage = SSNkeCrptBmb TextLabel = CONTROLBAR:Nuke_CarpetBomb ConflictingLabel = OBJECT:Nuke_CarpetBomb DescriptLabel = CONTROLBAR:Nuke_TooltipCarpetBomb End
Here is the code for the superweapon in the Command Center:
Behavior = OCLSpecialPower ModuleTag_CarpetBombChina SpecialPowerTemplate = SuperweaponChinaCarpetBomb UpgradeOCL = Nuke_SCIENCE_ChinaCarpetBomb Nuke_SUPERWEAPON_ChinaCarpetBomb OCL = SUPERWEAPON_ChinaCarpetBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_Early_CarpetBombChina SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb UpgradeOCL = Nuke_SCIENCE_ChinaCarpetBomb Nuke_SUPERWEAPON_ChinaCarpetBomb OCL = SUPERWEAPON_ChinaCarpetBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End
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