rey
  • rey
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9 years ago
is there a way to make this possible: usually Humvee is build empty with 5 slots, after some upgrade done(Humvee should have condition for it) new Humvees are built with say 5 Rangers.

main question - is it possible to change Contain module?

the only way i see for now is to copy Humvee code section to kinda create "new unit" with changed Contain and adjusted price. but maybe there is an easier solution?..
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Zatsupachi
9 years ago
basically your upgrade triggers an OCL to be spawned inside the humvees.


  Behavior = ObjectCreationUpgrade ModuleTag_xx
    UpgradeObject = America_OCL_FilledHumvee
    TriggeredBy   = Upgrade_AmericaFilledHumvees
  End


ObjectCreationList America_OCL_FilledHumvee
  CreateObject
    ObjectNames       = AmericaInfantryRanger
    Count             = 2
    ContainInsideSourceObject = Yes
  End
  CreateObject
    ObjectNames       = AmericaInfantryMissileDefender
    Count             = 3
    ContainInsideSourceObject = Yes
  End
End

However, this doesn't affect unit prices.
This will cause every existing humvee with empty slots to just be filled with units. So it's kinda silly.
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Annihilationzh
9 years ago

is there a way to make this possible: usually Humvee is build empty with 5 slots, after some upgrade done(Humvee should have condition for it) new Humvees are built with say 5 Rangers.

Originally Posted by: rey 


I'd use two different humvees, and replace the commandset on the war factory using the upgrade.
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klingondragon
9 years ago
And use the initialpayload option for the rangered humvees.
rey
  • rey
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9 years ago
Annihilationzh got my idea right, i wanted all new(after-upgrade) Humvees to be built with rangers inside right from the factory and new commandset seems to be the only variant.
the problem is i can't figure out how to do it. i copied Humvee code and changed the name, created copies of factory command set and humvee-commandbutton and added new names, added commandset-change code to factory code - but i have Humvee non-buildable at all in result.
anybody has a clue what i missed?
Zatsupachi
9 years ago
What does the tooltip say?
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rey
  • rey
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9 years ago

What does the tooltip say?

Originally Posted by: Zatsupachi 


i figured out that it's not about unit, but about upgrade commandset = when i simply added new filled Humvee to factory(along with normal) istworked fine. strange, syntax is too simple to make mistakes:

module statement with name
new commandset to be
trigger with name of upgrade

btw, is there somewhere a detailed instruction how to create new/own upgrade?
Zatsupachi
9 years ago
Methinks you just make an entry in Upgrade.ini -- it has examples on its own.

Generals has a weird 128-upgrade limit though. I think in vanilla has around already 60+ upgrades.
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rey
  • rey
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9 years ago

Generals has a weird 128-upgrade limit though. I think in vanilla has around already 60+ upgrades.

Originally Posted by: Zatsupachi 

heard about limit.
i wonder if switch button for command sets counters as 2 upgrades or elsehow?.. i'm talking about for ex a GLA false-buildings commandset(other mods have extended production list this way).

Zatsupachi
9 years ago
The switching commandset is 2 upgrades.

Switching to the fake building commandset from real buildings grants its appropriate upgrade, and removes the upgrade for the real building commandset if were ever "purchased."
While switching to real building commandset from fake buildings grants its respective upgrade, and removes BOTH upgrades. This is to make surethat neither one upgrades will conflict the other.

Check the GLAInfantryWorker to see how it works.
It makes a nice way of having multi-layered commandsets.
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