Spaceboy
  • Spaceboy
  • 50.25% (Neutral)
  • Captain Topic Starter
13 years ago
upgrading the weaponset of a unit normally working like theses


Overlord / Humvee

WeaponSet
Conditions = None
Weapon = PRIMARY Weapon1
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY Weapon1
Weapon = SECONDARY UpgradedWeapon
End


GattlingTank/ Mig /Tanks Battlemaster

WeaponSet
Conditions = None
Weapon = PRIMARY Weapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY WeaponUpgraded
End


Behavior = WeaponSetUpgrade ModuleTag_X
TriggeredBy = Upgrade_Weapon
End


but how i can combine this?

We have anytime
Conditions = PLAYER_UPGRADE
but how i can upgrade 2 different upgrades
for example i want an upgrade how gives the unit a second weapon like humvees towmissile or overlord gattling cannon. And a second Upgrade for the same unit who changes the main weapon.

in this case it the overlord who gets a gattlingcannon by upgrading and another upgrade should give him nuclearshells(its a new modded weapon not the uraniumshells upgrade)
how i can get this done?

i think a way could be having somethinf like
Conditions = Nuke_UPGRADE
for the second weapon
i look up the gla Junk weaponupgrades but it wasnt helpfull
who i can get this multiple upgrades done?

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Annihilationzh
13 years ago
Use the same method as toxin shells. Just spawn the nuclear shells effect and damage instead of toxins.
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Spaceboy
  • Spaceboy
  • 50.25% (Neutral)
  • Captain Topic Starter
13 years ago
my upgrade is a new upgrade, the overlord weapon is a normal overlord tank gun who explodes like a nuke cannon launcher and much more damage. Another Upgrade should be the normal gattlingcannon Upgrade.

for that case its not possible how i can made a auto gattlingcannon for the overlord, without using a grantupgrade?

Btw: how are this shells working? i have a gla overlord who has toxinshells but i used a new weapon and changed the weaponset after upgrading toxingamma. what is the correct way?

Annihilationzh
13 years ago
Give the projectile a FireWeaponWhenDeadBehavior module. For reference, look up the ScorpionTankShell.
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Spaceboy
  • Spaceboy
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  • Captain Topic Starter
13 years ago
do you know i can make both upgrades possibe, or how i can get the gattlingcannon without upgrading?
Annihilationzh
13 years ago

do you know i can make both upgrades possibe,


You can't have two direct weaponset upgrades simultaneously. I suggested the simplest workaround above. There are others, such as bike logic, but those get unnecessarily complicated.

or how i can get the gattlingcannon without upgrading?


Use InitialPayload in the OverlordContain module.
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I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Spaceboy
  • Spaceboy
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  • Captain Topic Starter
13 years ago
hmmm i used a deathweapon but its not working, i dont understand it

this is my code

WeaponSet
Conditions = None
Weapon = PRIMARY OverlordNukeGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY OverlordNukeGun ;OverlordNukeGun OverlordTankGun
Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range
;gattling cannon upgrade has been made.
End


Weapon OverlordNukeGun
PrimaryDamage = 80 ;100.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
SecondaryDamage = 20.0
SecondaryDamageRadius = 10.0
AttackRange = 175.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 300 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = OverlordNukeShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = OverlordTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 300 ; time between shots, msec
ShotsPerBarrel = 1 ; By default, shoot one shot per barrel
ClipSize = 2 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2000 ; how long to reload a Clip, msec
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES WALLS
End


Object OverlordNukeShell

[...OverlordTankShell Code...]

Behavior = FireWeaponWhenDeadBehavior ModuleNuke_06
DeathWeapon = NukeDeathWeapon
StartsActive = No
TriggeredBy = Upgrade_ChinaUraniumShells
End

End


even by StartsActive = its not working

Weapon NukeDeathWeapon
PrimaryDamage = 140.0
PrimaryDamageRadius = 50.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 10.0
AttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
;ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon
;ProjectileDetonationOCL = OCL_RadiationFieldMedium
FireFX = Nuke_WeaponFX_NukeCannon ;Nuke_WeaponFX_NapalmMissileDetonation
FireOCL = OCL_RadiationFieldMedium ;OCL_RadiationFieldSmall
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
AntiGround = Yes
DamageDealtAtSelfPosition = Yes
End


i dont undersant it, did it like the scorpiontankshells

Spaceboy
  • Spaceboy
  • 50.25% (Neutral)
  • Captain Topic Starter
13 years ago
all working, i forgot to copy a module
thx