AdrianeMapMaker
8 years ago
Any Idea Guys😁 👍
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Unknown Editor
8 years ago
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 ... 😞
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%
Annihilationzh
8 years ago
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.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
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?
rey
  • rey
  • 52.5% (Neutral)
  • Major
8 years ago
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.
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
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?
zzc
  • zzc
  • 50.25% (Neutral)
  • Major
8 years ago
Definitely missing something, it does not work... hrmm.

I need a new Science?