Private Joined: 4/19/2017(UTC) Posts: 28
Thanks: 10 times Was thanked: 3 time(s) in 3 post(s)
|
How can I use modules ? take, for example, Changing a unit's cost ? or If I want to make an american barracks gives money -like black market- is this called behavior ? Help me please if there is any tutorial. Thanks a lot
|
|
|
|
Private Joined: 4/19/2017(UTC) Posts: 28
Thanks: 10 times Was thanked: 3 time(s) in 3 post(s)
|
Originally Posted by: Resist
or If I want to make an american barracks gives money -like black market- is this called behavior ?
Code:Object AmericaBarracks
AddModule ModuleTag_24
Behavior = AutoDepositUpdate ModuleTag_24_Override
DepositTiming = 10000
DepositAmount = 50
InitialCaptureBonus = 800
End
End
End
here is a code that I made, I'm new to this things but I'm learning fast.
|
|
|
|
Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
|
Correct but please add only Code:
Behavior = AutoDepositUpdate ModuleTag_24_Override
DepositTiming = 10000
DepositAmount = 50
InitialCaptureBonus = 800
End
End
Addmodule is needed for map.ini but if you're editing factionbuilding.ini you don't need addmodule tag.
|
|
|
|
Private Joined: 4/19/2017(UTC) Posts: 28
Thanks: 10 times Was thanked: 3 time(s) in 3 post(s)
|
Originally Posted by: Mr_Hymn_ Correct but please add only Code:
Behavior = AutoDepositUpdate ModuleTag_24_Override
DepositTiming = 10000
DepositAmount = 50
InitialCaptureBonus = 800
End
End
Addmodule is needed for map.ini but if you're editing factionbuilding.ini you don't need addmodule tag. okay thanks for info, actually it's fr map.ini i'm not editing.
|
|
|
|
Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
|
Try this please. All of your buildings, units etc... cost you for free. Code:
AddModule ModuleTag_010
Behavior = GrantUpgradeCreate ModuleTag_010
UpgradeToGrant = Upgrade_CostReduction
End
End
AddModule ModuleTag_05
Behavior = CostModifierUpgrade ModuleTag_05
TriggeredBy = Upgrade_CostReduction
EffectKindOf = VEHICLE
Percentage = -100%
End
End
AddModule ModuleTag_06
Behavior = CostModifierUpgrade ModuleTag_06
TriggeredBy = Upgrade_CostReduction
EffectKindOf = AIRCRAFT
Percentage = -100%
End
End
AddModule ModuleTag_07
Behavior = CostModifierUpgrade ModuleTag_07
TriggeredBy = Upgrade_CostReduction
EffectKindOf = INFANTRY
Percentage = -100%
End
End
AddModule ModuleTag_08
Behavior = CostModifierUpgrade ModuleTag_08
TriggeredBy = Upgrade_CostReduction
EffectKindOf = STRUCTURE
Percentage = -100%
End
End
|
|
|
|
Private Joined: 4/19/2017(UTC) Posts: 28
Thanks: 10 times Was thanked: 3 time(s) in 3 post(s)
|
Originally Posted by: Mr_Hymn_ Try this please. All of your buildings, units etc... cost you for free. Code:
AddModule ModuleTag_010
Behavior = GrantUpgradeCreate ModuleTag_010
UpgradeToGrant = Upgrade_CostReduction
End
End
AddModule ModuleTag_05
Behavior = CostModifierUpgrade ModuleTag_05
TriggeredBy = Upgrade_CostReduction
EffectKindOf = VEHICLE
Percentage = -100%
End
End
AddModule ModuleTag_06
Behavior = CostModifierUpgrade ModuleTag_06
TriggeredBy = Upgrade_CostReduction
EffectKindOf = AIRCRAFT
Percentage = -100%
End
End
AddModule ModuleTag_07
Behavior = CostModifierUpgrade ModuleTag_07
TriggeredBy = Upgrade_CostReduction
EffectKindOf = INFANTRY
Percentage = -100%
End
End
AddModule ModuleTag_08
Behavior = CostModifierUpgrade ModuleTag_08
TriggeredBy = Upgrade_CostReduction
EffectKindOf = STRUCTURE
Percentage = -100%
End
End
it works perfectly, Thanks !
|
|
|
|
Users browsing this topic |
Guest
|
Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.