Yeah already tried that, compatibility-mode with winxp sp3 as well.
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raksha0xx
Member Since 24 Mar 2012Offline Last Active Nov 19 2017 04:46 PM
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In Topic: Mod-Textures and -Models ignored on Windows 10?
25 August 2017 - 10:27 AM
In Topic: ChainedButton and UpgradeGroupsToRemove cause crashes
10 March 2017 - 05:27 PM
Hey, Sorry for the late answer. Thanks for the idea, but I already managed to work around this issue a few days ago.
And if I remember correctly, I already tried an approach, where the upgrades had a non-zero buildtime. It didn't work either.
I actually didn't know how to remove single upgrades. Obviously the moduleTag in the first post to remove upgrade-groups could be changed to look like this:
Behavior = RemoveUpgradeUpgrade Remove_UpgradeOnAllOnMoney
TriggeredBy = Upgrade_AllOnMoneyKillSwitch
UpgradeToRemove = Upgrade_AllOnMoney
End
In the working code I used another moduleTag, because I didn't know that line of code.
The workin code looks like this:
Behavior = GrantUpgradeCreate ModuleTag_GrantForgedBlades
UpgradeToGrant = Upgrade_AllOnMoneyKillSwitch
End
;------- MoneyProducer --------------------------------------------------------------------------------
Behavior = ObjectCreationUpgrade ModuleTag_MoneyOn
TriggeredBy = Upgrade_AllOnMoney
RemoveUpgrade = Upgrade_AllOnMoneyKillSwitch
;GrantUpgrade = Upgrade_AllOnMoneyCmd
End
Behavior = DoCommandUpgrade ModuleTag_UpgradeAllOnMoney
TriggeredBy = Upgrade_AllOnMoney
GetUpgradeCommandButtonName = Command_SpecialAbilityAllOnMoney
End
Behavior = SpecialPowerModule ModuleTag_MoneyProducerStarter
SpecialPowerTemplate = SpecialAbilityAllOnMoney
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MoneyProducerFireUpdate
SpecialPowerTemplate = SpecialAbilityAllOnMoney
SpecialWeapon = AllOnMoneyWeapon
End
;------- KillSwitch --------------------------------------------------------------------------------
Behavior = ObjectCreationUpgrade ModuleTag_KilleKille
TriggeredBy = Upgrade_AllOnMoneyKillSwitch
RemoveUpgrade = Upgrade_AllOnMoney
;GrantUpgrade = Upgrade_AllOnMoneyKillSwitchCmd
End
Behavior = DoCommandUpgrade ModuleTag_UpgradeKillSwitch
TriggeredBy = Upgrade_AllOnMoneyKillSwitch
GetUpgradeCommandButtonName = Command_SpecialAbilityAllOnMoneyKillSwitch
End
Behavior = SpecialPowerModule ModuleTag_KillSwitchStarter
SpecialPowerTemplate = SpecialAbilityAllOnMoneyKillSwitch
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_KillSwitchFireUpdate
SpecialPowerTemplate = SpecialAbilityAllOnMoneyKillSwitch
SpecialWeapon = KillSwitchNoMoneyWeapon
End
To explain it a bit further: The building can activate a special power, triggered by an upgrade that can be bought/activated.
Then it produces Money (by an external money-producing unit, spawned by the special power) but nothing else.
Everything that can be built requires 'Upgrade_AllOnMoneyKillSwitch', which is removed by 'Upgrade_AllOnMoney'.
To Re-enable the normal function of the building, 'Upgrade_AllOnMoneyKillSwitch' can be activated, which removes 'Upgrade_AllOnMoney' and destroys the 'money-producer', by using the 2nd special power.
In Topic: Health-based buffs
13 February 2017 - 11:57 PM
In Topic: Health-based buffs
11 February 2017 - 06:31 PM
Hey Brabox,
I think there could be a way to do this, but it's very time-consuming.
It would be like your idea of recalculating the health.
In order to achieve that, you would have to add upgrades that are granted by the bonus you want give.
ModifierList DainMightyRageBuff
Category = BUFF
Modifier = DAMAGE_MULT 150%
FX = FX_DainMightyRageBuff
Upgrade = Upgrade_HealthAdded Delay:0 // give drafted upgrade after specified delay
Upgrade = Upgrade_HealthRemoved Delay:29999
Duration = 30000
End
ModifierList DainMightyRageHealthAdded
Category = BUFF
Modifier = HEALTH_MULT 133%
End
ModifierList DainMightyRageHealthRemoved
Category = BUFF
Modifier = HEALTH_MULT 67%
End
The first upgrade should trigger the "DainMightyRageHealthAdded"-Modifier. Therefore you would have to add an attributemodifierbehavior, that's triggered by the first upgrade, to every unit that should receive that bonus.
The same procedure is needed to for the second upgrade and the "DainMightyRageHealthRemoved"-Modifier.
As this would just be a one-way-ticket, you have to add another behavior, that removes the old upgrade from those units:
Behavior = RemoveUpgradeUpgrade Remove_UpgradeOnAllOnMoney
TriggeredBy = Upgrade_HealthRemoved
UpgradeGroupsToRemove = DainMightyRage_HealthAdded ;;; removes all upgrades included by that group (specified by GroupName = DainMightyRage_HealthAdded)
End
As I said, it would be an enormous time-effort, especially if you'll do that for all different leaderships and buffs, that have to stack.
I still hope, that it helped somehow...
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