Posted by: Spaceboy - Sunday, June 17, 2012 9:33:43 PM
WeaponSet Conditions = None Weapon = PRIMARY Weapon1 End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Weapon1 Weapon = SECONDARY UpgradedWeapon End

Posted by: Annihilationzh - Monday, June 18, 2012 2:56:08 AM
Use the same method as toxin shells. Just spawn the nuclear shells effect and damage instead of toxins.

Posted by: Spaceboy - Monday, June 18, 2012 6:43:24 AM
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?

Posted by: Annihilationzh - Monday, June 18, 2012 7:36:57 AM
Give the projectile a FireWeaponWhenDeadBehavior module. For reference, look up the ScorpionTankShell.

Posted by: Spaceboy - Monday, June 18, 2012 10:34:40 AM
do you know i can make both upgrades possibe, or how i can get the gattlingcannon without upgrading?

Posted by: Annihilationzh - Monday, June 18, 2012 12:29:48 PM
[quote]do you know i can make both upgrades possibe,[/quote] 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. [quote]or how i can get the gattlingcannon without upgrading?[/quote] Use InitialPayload in the OverlordContain module.

Posted by: Spaceboy - Monday, June 18, 2012 3:55:38 PM
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

Posted by: Spaceboy - Monday, June 18, 2012 7:45:54 PM
all working, i forgot to copy a module thx