Posted by: zzc - Monday, June 27, 2016 9:27:46 AM
Is it possible to increase the level of general ability? Like making barrage 4 levels from 3?

Posted by: Zatsupachi - Monday, June 27, 2016 11:53:02 AM
It'd require a new OCL. [code] ObjectCreationList SUPERWEAPON_ArtilleryBarrage4 ... blah blah blah OCL things ... End [/code] A new science. [code] Science SCIENCE_ArtilleryBarrage4 ... science things ... End [/code] A new button. And tinkering with the Command Center.

Posted by: zzc - Monday, June 27, 2016 7:31:27 PM
[quote=Zatsupachi;140460]It'd require a new OCL. [code] ObjectCreationList SUPERWEAPON_ArtilleryBarrage4 ... blah blah blah OCL things ... End [/code] A new science. [code] Science SCIENCE_ArtilleryBarrage4 ... science things ... End [/code] A new button. And tinkering with the Command Center.[/quote] OCL [code] ObjectCreationList SUPERWEAPON_ArtilleryBarrage4 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 96 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End [/code] Science [code] Science SCIENCE_ArtilleryBarrage4 PrerequisiteSciences = SCIENCE_ArtilleryBarrage3 SCIENCE_Rank5 SciencePurchasePointCost = 3 IsGrantable = Yes DisplayName = SCIENCE:ChinaArtilleryBarrage3 Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage End [/code] button [code] CommandButton Command_PurchaseScienceArtilleryBarrage4 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage4 ButtonImage = SSBarrage3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End [/code] commandset [code] CommandSet SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse 2 = Command_PurchaseScienceArtilleryBarrage4 END [/code] Anything I missed?

Posted by: Zatsupachi - Tuesday, June 28, 2016 9:04:54 AM
You have to find these lines on the China Command Center. [code] Behavior = OCLSpecialPower ModuleTag_17 SpecialPowerTemplate = SuperweaponArtilleryBarrage UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 OCL = SUPERWEAPON_ArtilleryBarrage1 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET End [/code] and another UpgradeOCL with the appropriate entries. ORDER MATTERS, put it before Artillery Barrage 3. AND to complete with buttons find this button and its FromShortcut counterpart [code] CommandButton Command_ArtilleryBarrage Command = SPECIAL_POWER SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:ArtilleryBarrage ButtonImage = SSBarrage ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End [/code] just put the 4th level after the 3rd with spaces to separate them of course. ...and test!

Posted by: zzc - Tuesday, June 28, 2016 10:48:25 AM
[quote=Zatsupachi;140465]You have to find these lines on the China Command Center. [code] Behavior = OCLSpecialPower ModuleTag_17 SpecialPowerTemplate = SuperweaponArtilleryBarrage UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 OCL = SUPERWEAPON_ArtilleryBarrage1 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET End [/code] and another UpgradeOCL with the appropriate entries. ORDER MATTERS, put it before Artillery Barrage 3. AND to complete with buttons find this button and its FromShortcut counterpart [code] CommandButton Command_ArtilleryBarrage Command = SPECIAL_POWER SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:ArtilleryBarrage ButtonImage = SSBarrage ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End [/code] just put the 4th level after the 3rd with spaces to separate them of course. ...and test![/quote] wait now it says science ini is missing... caught by WB ASSERTION FAILURE: Science name SCIENCE_ArtilleryBarrage3 not known! (Did you define it in Science.ini?) That was caused by putting level 4 at the top - I do that for easy tracking. Apparently this is not acceptable for science ini file, it has to be in order.

Posted by: Zatsupachi - Tuesday, June 28, 2016 3:16:20 PM
Huh. I think that's caused because of how sciences are all declared at once during game start. If you try putting ANY SCIENCE above Science_America/Science_China/Science_GLA that requires those sciences, the game crashes. However if you the science you put does NOT have any required sciences then it's totally fine. I've experienced this because of my mod's Tech Tree. I put the Tech Trees below the Default Intrinsic Sciences but above all other sciences since my mod has 3 whole sets of Sciences for the new factions.

Posted by: zzc - Tuesday, June 28, 2016 7:19:50 PM
yea thats what I did, putting it right on top. Thats how I track my modded units,weapons,buildings, etc. Newest entry at top of the file. Science ini is the exception apparently....

Posted by: klingondragon - Tuesday, June 28, 2016 7:27:40 PM
I always put things at the bottom. Even though it shouldn't matter it's always safest like that. Also if you have something twice it will either take the second one or the game will glitch and break so bottom is best for that (50/50 break or work instead of 33/33/33 break do nothing or work) too. But only in the same file

Posted by: zzc - Tuesday, June 28, 2016 9:06:21 PM
Well I make sure to give my modded things a different name, even if its just adding "2" at the end.

Posted by: klingondragon - Tuesday, June 28, 2016 9:08:54 PM
Even so, putting things at the end just makes sense. You are adding to the game after all so it really should be at the bottom.