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How to make a Command button - Buy a Science with Money not Points?
General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Any Idea Guys Edited by user Tuesday, November 7, 2017 6:02:54 AM(UTC)
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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No , Sorry If you set the needed points to 0 , then it means no Purchase-able , Not Free ... And you'll need Scripts as well , and much MORE ... Some of my own Possibilities : 1. Use an Upgrade instead ... 2. Nothing ... Edited by user Tuesday, November 7, 2017 7:58:09 AM(UTC)
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Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Look at the MOAB upgrade. It does exactly this. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
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2 users thanked Annihilationzh for this useful post.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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So if I want to make a new Cash Bounty power as an upgrade instead of science;
CommandButton Command_UpgradeAmericaMOAB Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaMOAB SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE Science = SCIENCE_DaisyCutter TextLabel = CONTROLBAR:UpgradeAmericaMOAB ButtonImage = SAMOAB ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeMOAB End
Change the higlights. Remove the options and science.
Create new special power;
SpecialPower SpecialAbilityCashBounty1 Enum = SPECIAL_CASH_BOUNTY RequiredScience = SCIENCE_CashBounty1 PublicTimer = No End
Remove the required science.
============ Any more steps required?
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Major Joined: 11/6/2015(UTC) Posts: 152
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check some mods for Bounty solutions. ROTR has all Bounties bought as upgrades, Operation Firestorm has first Bounty as Science and 2 upgrades to improve it.
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Thanks so I used finalbig and this is what I got;
CommandButton Command_UpgradeGLACashBountyLevel1 Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = GLACashBountyLevel1DummyObject TextLabel = CONTROLBAR:GLACashBounty1 ButtonImage = SSCashBounty ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAScienceCashBounty End
CommandButton Command_UpgradeGLACashBountyLevel2 Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = GLACashBountyLevel2DummyObject TextLabel = CONTROLBAR:GLACashBounty2 ButtonImage = SSCashBounty2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAScienceCashBounty End
CommandButton Command_UpgradeGLACashBountyLevel3 Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = GLACashBountyLevel3DummyObject TextLabel = CONTROLBAR:GLACashBounty3 ButtonImage = SSCashBounty3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAScienceCashBounty End
;------------------------------------------------------------------------------ Object GLACashBountyLevel1DummyObject
; *** ART Parameters *** ButtonImage = SSCashBounty
; ***DESIGN parameters *** DisplayName = SCIENCE:GLACashBounty1 MaxSimultaneousOfType = 1 Side = GLA EditorSorting = SYSTEM TransportSlotCount = 0 MaxSimultaneousOfType = 1 BuildCost = 1000 BuildTime = 20.0
ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = EmptyDamageFX End
Prerequisites Object = GLATier2TechEscalation GLAPalace End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS NO_HEAL_ICON Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End
; *** AUDIO Parameters *** UnitSpecificSounds VoiceCreate = RebelVoiceUpgradeCashBounty End
Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL B52Locomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End
Behavior = DestroyDie ModuleTag_08 End Behavior = GrantScienceUpgrade ModuleTag_CashBounty01 GrantScience = SCIENCE_CashBounty1 TriggeredBy = Upgrade_CostReduction End
End
;------------------------------------------------------------------------------ Object GLACashBountyLevel2DummyObject
; *** ART Parameters *** ButtonImage = SSCashBounty2
; ***DESIGN parameters *** DisplayName = SCIENCE:GLACashBounty2 MaxSimultaneousOfType = 1 Side = GLA EditorSorting = SYSTEM TransportSlotCount = 0 MaxSimultaneousOfType = 1 BuildCost = 1500 BuildTime = 40.0
ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = EmptyDamageFX End
Prerequisites Object = GLACashBountyLevel1DummyObject End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS NO_HEAL_ICON Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End
; *** AUDIO Parameters *** UnitSpecificSounds VoiceCreate = RebelVoiceUpgradeCashBounty End
Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL B52Locomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = DestroyDie ModuleTag_08 End Behavior = GrantScienceUpgrade ModuleTag_CashBounty01 GrantScience = SCIENCE_CashBounty2 TriggeredBy = Upgrade_CostReduction End
End
;------------------------------------------------------------------------------ Object GLACashBountyLevel3DummyObject
; *** ART Parameters *** ButtonImage = SSCashBounty3
; ***DESIGN parameters *** DisplayName = SCIENCE:GLACashBounty3 MaxSimultaneousOfType = 1 Side = GLA EditorSorting = SYSTEM TransportSlotCount = 0 MaxSimultaneousOfType = 1 BuildCost = 2000 BuildTime = 60.0
ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = EmptyDamageFX End
Prerequisites Object = GLACashBountyLevel1DummyObject Object = GLACashBountyLevel2DummyObject End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS NO_HEAL_ICON Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End
; *** AUDIO Parameters *** UnitSpecificSounds VoiceCreate = RebelVoiceUpgradeCashBounty End
Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL B52Locomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End
Behavior = DestroyDie ModuleTag_08 End Behavior = GrantScienceUpgrade ModuleTag_CashBounty01 GrantScience = SCIENCE_CashBounty3 TriggeredBy = Upgrade_CostReduction End
End
Am I missing anything?
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Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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Definitely missing something, it does not work... hrmm.
I need a new Science?
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How to make a Command button - Buy a Science with Money not Points?
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