Posted: Thu May 01, 2008 7:52 am Post subject:
Add new upgrade for GDI component tower
I want to add new turret "sonic emitter"(yes idea from c&c3) add on it to component tower I havn't problem about rules but problem at graphic
[GASONI]
Name=Sonic Emitter
Image=GASONI
Prerequisite=GACTWR,GAPILE,GATECH
TechLevel=9
Armor=wood
Sight=8
Owner=GDI
Cost=1200
Points=30
Power=-90
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gactwr
PowersUpToLevel=1 <<< at here
Primary=SonicZap
TurretAnim=SONICTUR
TurretAnimIsVoxel=true
Turret=yes
ThreatPosed=0 ; This value MUST be 0 for all building addons
IsBaseDefense=yes
if change to 1,2,3 image will be valcan,rpg,sam in order. -1 image will be valcan but can't attack. 4 can't place on the tower. How I can make new upgrade on tower with voxel. QUICK_EDIT
It would be a non-trivial amount of work, but mostly copy-pasting one set of changes across multiple locations. (Hyper, the BuildingClass allocates 3 slots for Upgrades, if you want more, you'll need to convert it to a vector.) QUICK_EDIT
the problem is not the space for only 3 upgrades. You never have 3 at the same time mounted on a tower.
Since the ctwr can only use 1 upgrade at a time, the problem is imo that in maps the upgrades are placed on different upgradeslots and not the same.
If they would all share the same upgradeslot and the key PowersUpToLevel would be more a counter and not a definition for the upgradeslot it could work imo. _________________ SHP Artist of Twisted Insurrection: Nod buildings
because the upgrade centre and the CTWR work different.
GAPLUG upgrades don't use the PowersUpToLevel key to define the type of upgrade which is placed on GAPLUG. They use PowerUpToLevel=-1 and GAPLUG itself has the key Upgrades=2 to define the amount of upgrades.
The CTWR on the other hand doesn't has the Upgrades= key due to the special turret logic.
Afaik if you give the CTWR Upgrades=1 and all turrets PowersUpToLevel=-1, you could have more different turret images, but they don't work anymore as turrets and just spin around with the animation. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Wed May 21, 2008 5:27 pm Post subject:
Quote:
you could have more different turret images, but they don't work anymore as turrets and just spin around with the animation.
does this mean that i could add a sensour turret that just sits and spins but still keep the rest _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
i don't think so, because you have to set PowersUpToLevel=-1 to all original turrets to make them work with Upgrades=1. And Upgrades=1 would be necessary to make the 4th turret work.
So i don't think you can have both, but you should still test this. Maybe you find a workaround. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Thu May 22, 2008 8:53 am Post subject:
clone component tower, name it component tower #2, have 3 more spaces fo upgrades. _________________ Please, read the signature rules of the forum. QUICK_EDIT
no it's hardcoded that you can have only one CTWR.
Me @ tibweb wrote:
...
finally i tried to make a new additional component tower but that doesn't work. because the upgrade centre logic doesn't support turning turrets. if i take this logic i only can have looped animations for the turret.
the working turret logic for CTWR seems to be hardcoded.
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Thu May 22, 2008 4:13 pm Post subject:
o well ill try it out and if it dosent work ill make it for the upgrade center
(i wanted to find out before i made it)
if it dosent work i can make it prebuilt asin 1 tower and 1 sensous built together as 1 _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
to the 2. : just add these tags to the building upgrade:
SensorArray=yes
HasRadialIndicator=true
RadialColor=0,200,0
CloakRadiusInCells=25 ; that definates the range of the detector... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri May 23, 2008 2:17 pm Post subject:
thanks i should be able to make the tower now but i would prefer it as an upgrade for the compent tower
i found a code in my downloads so ive worked out how to make them pre-built as 1 thanks
and does ets alow more than 3 turrets
[/code] _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
The best workaround would be to make some of the original component tower upgrades into new, permenant base defences...the SAM upgrade for example would be better off as just a SAM site, then edit the original upgrade to do whatever you want...
That's how i'd do it _________________ Yuris Revenge: The Second War is now up and running once again!
Check out the site, www.yrsecondwar.tk for updates and news.
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Sat May 31, 2008 3:26 pm Post subject:
i know what you mean but for my mod i wanted newer upgrades and still have the originals upgrades but its what you said or if thay thay dont have guns add them to the upgrade center _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
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