Posted by: AdrianeMapMaker - Saturday, September 30, 2017 1:38:40 AM
I want a normal structure to be added into a another structure via [b]upgrade[/b]: That can: died if the placeholder structure died - like overlord did into its upgrade NeededModule that i think i need: Draw = W3DModelDraw GrantUpgradeCreate (i want this upgrade created already - with exception - in construction -is there any needed Note: this is my Unfinished work ; fusing pure bone model to another model and wanna try it using how upgrade works - logic.

Posted by: SkyMix_RMT - Saturday, September 30, 2017 7:01:11 AM
Is this for a map.ini or a mod?

Posted by: AdrianeMapMaker - Saturday, September 30, 2017 8:04:44 AM
mod

Posted by: SkyMix_RMT - Saturday, September 30, 2017 6:31:37 PM
You can merge two structures together by using 2 draw modules. I have no ideia how to make it an upgrade though.

Posted by: acidbrain - Saturday, September 30, 2017 7:32:49 PM
You could use the POWER_PLANT_UPGRADED condition for the upgrade, here is an example, it is a helibase i made some time ago and i upgraded it with a patriotbattery, i didnt attach the patriotbattery to a bone, i placed it on the right coordinates in gmax/renx so it pops up at the side of the main building... [img]http://www.sleipnirstuff.com/forum/files/america_helipad_day_209.jpg[/img] [img]http://www.sleipnirstuff.com/forum/files/upgraded_798.jpg[/img] [b]Upgrade.ini, CommandButton.ini, CommandSet.ini & DrawModule for PatriotBattery[/b] [code=plain] ;--- Upgrade.ini --- Upgrade Tnk_Upgrade_AmericaHeliPadDefense DisplayName = UPGRADE:HeliPadDefense Type = OBJECT BuildTime = 10.0 BuildCost = 800 ButtonImage = Tnk_AmericaHeliPadDef UnitSpecificSound = OverlordExpansion End ;--- CommandButton.ini --- CommandButton Tnk_Command_UpgradeAmericaHeliPadDefense Command = OBJECT_UPGRADE Upgrade = Tnk_Upgrade_AmericaHeliPadDefense TextLabel = CONTROLBAR:UpgradeTnk_AmericaHeliPadDefense ButtonImage = Tnk_AmericaHeliPadDef ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipTnk_AmericaUpgradeHeliPadDefense End ;--- CommandSet.ini --- CommandSet Tnk_AmericaHeliPadCommandSet 1 = Tnk_Command_ConstructAmericaVehicleComanche 3 = Tnk_Command_ConstructAmericaVehicleBlackhawk 7 = Command_UpgradeComancheRocketPods 11 = Tnk_Command_UpgradeAmericaHeliPadDefense 13 = Command_SetRallyPoint 14 = Command_Sell End ;--- DrawModule for PatriotBattery --- ;--------------Patriot Defense Upgrade-------------- Draw = W3DModelDraw ModuleTag_Defense OkToChangeModelColor = Yes DefaultConditionState Model = ABHeliPad_DEF Turret = TURRET01 TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponA WeaponLaunchBone = TERTIARY WeaponA WeaponFireFXBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponFireFXBone = TERTIARY WeaponA HideSubObject = CHASSIS HOUSECOLOR01 HOUSECOLOR02 TURRET01 TURRETEL OBJECT01 End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED AliasConditionState = SNOW AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW REALLYDAMAGED AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT SNOW REALLYDAMAGED ConditionState = POWER_PLANT_UPGRADED Model = ABHeliPad_DEF ShowSubObject = CHASSIS HOUSECOLOR01 HOUSECOLOR02 TURRET01 TURRETEL End AliasConditionState = POWER_PLANT_UPGRADED NIGHT ConditionState = POWER_PLANT_UPGRADED DAMAGED Model = ABHeliPad_DEFD ShowSubObject = CHASSIS HOUSECOLOR01 HOUSECOLOR02 TURRET01 TURRETEL ParticleSysBone = SmokeS01 SmolderingSmoke ParticleSysBone = SmokeS02 SmolderingSmoke ParticleSysBone = FireS01 SmolderingFire ParticleSysBone = FireS02 SmolderingFire End AliasConditionState = POWER_PLANT_UPGRADED NIGHT DAMAGED ConditionState = POWER_PLANT_UPGRADED REALLYDAMAGED Model = ABHeliPad_DEFE ShowSubObject = CHASSIS HOUSECOLOR01 HOUSECOLOR02 TURRET01 TURRETEL ParticleSysBone = SmokeS01 SmolderingSmoke ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = FireS01 SmolderingFire ParticleSysBone = FireM01 FireFactionMedium End AliasConditionState = POWER_PLANT_UPGRADED NIGHT REALLYDAMAGED ConditionState = POWER_PLANT_UPGRADED SNOW Model = ABHeliPad_DEFS ShowSubObject = CHASSIS HOUSECOLOR01 HOUSECOLOR02 TURRET01 TURRETEL OBJECT01 End AliasConditionState = POWER_PLANT_UPGRADED NIGHT SNOW ConditionState = POWER_PLANT_UPGRADED SNOW DAMAGED Model = ABHeliPad_DEFDS ShowSubObject = CHASSIS HOUSECOLOR01 HOUSECOLOR02 TURRET01 TURRETEL OBJECT01 ParticleSysBone = SmokeS01 SmolderingSmoke ParticleSysBone = SmokeS02 SmolderingSmoke ParticleSysBone = FireS01 SmolderingFire ParticleSysBone = FireS02 SmolderingFire End AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT DAMAGED ConditionState = POWER_PLANT_UPGRADED SNOW REALLYDAMAGED Model = ABHeliPad_DEFES ShowSubObject = CHASSIS HOUSECOLOR01 HOUSECOLOR02 TURRET01 TURRETEL OBJECT01 ParticleSysBone = SmokeS01 SmolderingSmoke ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = FireS01 SmolderingFire ParticleSysBone = FireM01 FireFactionMedium End AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT REALLYDAMAGED End ;--------------------------------- ;Normal energy consumption EnergyProduction = -1 ;Energy consumption when upgraded EnergyBonus = -3 ;--------------------------------- ;PowerPlantUpgrade module Behavior = PowerPlantUpgrade ModuleTag_Def02 TriggeredBy = Tnk_Upgrade_AmericaHeliPadDefense End ;allows this object to act as an (upgradeable) power supply, ;this enables the POWER_PLANT_UPGRADED conditionstate Behavior = PowerPlantUpdate ModuleTag_Def03 ;RodsExtendTime = integer -> milliseconds e.g. 5000 for 5 seconds End [/code] What is handy about the POWER_PLANT_UPGRADED conditionstate is that you can increase the power consumption if you ugrade the main model with an object that uses power, also used it for a transformator upgrade for a gattling bunker but for power supply instead, the gattling bunker becomes independent of powerplants when it is upgraded with a transformator... It is possible to make the upgrade model rise from the ground or roof or whatever if you use the RodsExtendTime parameter in the PowerPlantUpdate module and make an animation in gmax/renx, you can use the POWER_PLANT_UPGRADING conditionstate. [img]http://www.sleipnirstuff.com/forum/files/trafo_upgrade_390.jpg[/img] Cheers and have fun

Posted by: SkyMix_RMT - Saturday, September 30, 2017 9:10:09 PM
That was very helpful acidbrain, thank you very much, this gave me ideias!

Posted by: AdrianeMapMaker - Sunday, October 1, 2017 6:04:16 AM
Btw Thankssssssssssssssss!!!! - is there any like the overlord portable structure logic can i use it in building?