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Tiberium missile loaded with collected tiberium {C&C 3}
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MrT
Civilian


Joined: 17 Dec 2014

PostPosted: Tue Jul 21, 2015 8:02 pm    Post subject:  Tiberium missile loaded with collected tiberium {C&C 3}
Subject description: Trying to make a super weapon that is fires when collected is reach
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Hi ya'll,

I'm trying out to get a super weapon working for the forgotten faction, that is only able to fire when the amount of tiberium is collected, I was thinking of when I merge the part of
Code:
id="ModuleTag_Draw_TIB"
and
Quote:
CurDrawableHideSubObject("Tib_25")
CurDrawableHideSubObject("Tib_50")
CurDrawableHideSubObject("Tib_75")
CurDrawableHideSubObject("Tib_100")


to the
Code:
WeaponFireSpecialAbilityUpdate
it would work in theory but the question I have is do we think this is possible to do ?

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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Thu Jul 23, 2015 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

why not just make your super weapon cost money? you do collected them at first place anyway...

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Sat Aug 01, 2015 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try setting DistributedDeposit="false" in the SupplyCenterDockUpdate and then checking for the ModelCondition MONEY_STORED_AMOUNT_4

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