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Prerequitise=building upgrades?
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Shrumster
Vehicle Driver


Joined: 26 Oct 2003

PostPosted: Thu Nov 27, 2003 1:42 pm    Post subject:  Prerequitise=building upgrades? Reply with quote  Mark this post and the followings unread

Has anyone successfully made a unit with a building upgrade (i.e. ion cannon node, power plant generator, component tower head) as a prerequisite?

I have several units with prerequisite building upgrades but they seem to be temperamental. Sometimes, they appear on the sidebar the first time the upgrade is built. Sometimes, it takes 3 or more tries before the unit shows up in the sidebar.

IThe reason I need a building upgrade as a prerequisite is that I want several sets of units that cannon be built without the player having to choose which set he has access to.

Mechanically, the units' prerequisites are the building upgrades for a base building (ideally component tower), and the base building is BuildLimit=1.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Nov 27, 2003 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK its impossble
I want it for TSR Too Sad

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Nov 27, 2003 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

i also wanted it, i found the walls, sandbags, gates etc annoying and most people don't use them, so smart The DvD thinks "what if i make an invisible upgrade for GACNST and use it as prerequisite for these walls etc..."

well it didn't work Wink

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graygibbo
Medic


Joined: 26 Nov 2003

PostPosted: Thu Nov 27, 2003 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

erm i sould be able to figure this one out but your gonna have to explain abit better for me got i got a little confused near the end

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Shrumster
Vehicle Driver


Joined: 26 Oct 2003

PostPosted: Thu Nov 27, 2003 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graygibbo: Basically, here's what I want:

Building X is an upgradeable building, buildlimit=1 so you can only have 1. You can only have 1 upgrade on it.

Building XUPG1 is an upgrade to building X, i.e. like the Ion Cannon node is an upgrade for the GDI upgrade center.

Building XUPG2 is an upgrade to building X, i.e. see above.

Since Building X is BuildLimit=1, you can only have XUPG1 OR XUPG2 and not both, since you will have no place to put the 2nd one you build.

So for example IF these two upgrades were the Ion cannon and the Hunter seeker node, a given player can only have either an ion cannon OR a hunter seeker, not both at the same time.

Now, I think everything works up to this point.

Vehicle X is a vehicle that has prerequisite=XUPG1 so you need XUPG1 to build it.

Vehicle Y is a vehicle that has prerequisite=XUPG2 so you need XUPG2 to build it.

Premise is, you can only have Vehicle X OR Vehicle Y, not both at the same time.

Problem: The vehicles sometimes appear on the sidebar when their prerequisite is built as expected. Sometimes, they do not appear. I think it is connected to the building not actually "existing" permanently.

My theory is, the upgrade only "exists" for a split second or so and it's up to the game's internal clock to see it exist, which is why it takes multiple tries (builds) for the game to recognize its existence and trigger the buildability of the vehicles that requires it.

Anyone has ideas on circumventing this?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Nov 27, 2003 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

about your theorie, it could be, but then why does the ion cannon superweapon keep charging?

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JippieX2k
Soldier


Joined: 21 Nov 2003
Location: Sweden

PostPosted: Thu Nov 27, 2003 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

super weapon does not have an prerequisite the bulding have SUPERWEAPON= instead thats why ion cannon/hunter seeker charges

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Thu Nov 27, 2003 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ya I was gonna use this for tech levels in my mod I plan on doing, so the war factory would have 3 upgrades and you can upgrade to next level of units, by sticking next level upgrade on the building, this would also control what buildings could be made, but I've been told it's not possible.

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graygibbo
Medic


Joined: 26 Nov 2003

PostPosted: Fri Nov 28, 2003 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

right well i got places to go an i just read this so ill give it an hour or so later to try an see if i can get it to work

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