Major Joined: 3/27/2015(UTC) Posts: 490
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Is there anyway to do it besides having a PLAYER_UPGRADE that triggers a ReplaceObjectUpgrade?
The method above is kinda flawless-- but it isn't. 1) It's a PLAYER_UPGRADE so it affects all instances of that PORTABLE_STRUCTURE. 2) If it's a bunker or transport, then you fill it with troops BEFORE the upgrade comes in, you lose those infantry on the transition. |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
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Then you'll need lots of modules changing unit's status over time ... I mean upgrades as far as I know support changes in ART, HP, WEAPON, ARMOR, LOCOMOTOR (well , not cool for a Portable structure) , and Command set (You may hide a Special Power or something and reveal it this way) But well , C&C generals and ZH are too old , they do not support many things , I mean even "ReplaceObjectUpgrade" could have another module type like "ReplaceObjectPower" and would Include "InheritsRiders" "InheritsObjectUpgrades" and many more Options I don't remember at the time |
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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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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I know someone out there is making an open-source re-implementation. Hopefully they'd finish.
I've had thoughts of shifting stuff over to CnC3 a good while back but making small changes and testing it is very clunky with current methods.
But anyway, I just needed to know if there was a roundabout way of upgrading a single instance of a PORTABLE_STRUCTURE.
Also, does anyone know of a comprehensive documentation of ObjectCreationLists? |
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