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Add new upgrade for GDI component tower
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu May 01, 2008 7:52 am    Post subject:  Add new upgrade for GDI component tower Reply with quote  Mark this post and the followings unread

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.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu May 01, 2008 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I doubt it's possible to add a new Component Tower turret... I've tried it some time ago, but I couldn't get it to work either...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 01, 2008 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

yep it's hardcoded that the CTWR can use only 3 different turret images.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu May 01, 2008 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its hardcoded? I have not seen anything that limits it other than the game will only read the first 3 upgrades on ANY building...

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Thu May 01, 2008 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

So can you remove/change that limit? RO would be highly benefited by such change Wink.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu May 01, 2008 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I had a quick look, and there dont seem to be a limit on the loading, but i suppose its somewhere in the actually construction code.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu May 01, 2008 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.)

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu May 01, 2008 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah right, fair enough #Tongue

So there is your answer Machine xD

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu May 01, 2008 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

And now for ppl who doesn't understand coding? #Tongue

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu May 01, 2008 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not gonna happen any time soon lol.

Game only has space to load 3 upgrades.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 01, 2008 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri May 02, 2008 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Odd... But why can the Upgrade Center have more then 3 upgrades? It has 4 in TSTW...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 02, 2008 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Wed May 21, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Question

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 21, 2008 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu May 22, 2008 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

clone component tower, name it component tower #2, have 3 more spaces fo upgrades.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 22, 2008 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread


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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Thu May 22, 2008 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

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) Neutral

if it dosent work i can make it prebuilt asin 1 tower and 1 sensous built together as 1

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Fri May 23, 2008 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry for the double post i try it out and your right it dosent work

2 things does ets alow more than 3 turrets (every day i get closes to downloading it) and what art and rules code would i put in for
Quote:
1 tower and 1 sensous built together as 1

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri May 23, 2008 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Fri May 23, 2008 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile


and does ets alow more than 3 turrets

[/code]

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Karskin
Vehicle Driver


Joined: 16 May 2004
Location: England

PostPosted: Sat May 31, 2008 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Sat May 31, 2008 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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