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Prerequisite
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Magicknight94
Cyborg Soldier


Joined: 08 Dec 2010

PostPosted: Sun Jun 03, 2012 3:23 am    Post subject:  Prerequisite Reply with quote  Mark this post and the followings unread

How can I make Prerequisite = "A" or "B", not "A" and "B"?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jun 03, 2012 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Use Prerequisite and PrerequisiteOverride.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Jun 03, 2012 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Use Ares....

Generic Prerequisite Groups

You can now create custom generic prerequisite groups like the existing POWER (PrerequisitePower), FACTORY (PrerequisiteFactory), BARRACKS (PrerequisiteBarracks), RADAR (PrerequisiteRadar), TECH (PrerequisiteTech) and PROC (PrerequisiteProc and PrerequisiteProcAlternate) groups.

To create new groups simply include the new [GenericPrerequisites] section and add flags with the format GROUPNAME= (list of BuildingTypes). For example:

[GenericPrerequisites]
NAVALYARD=GAYARD,NAYARD,YAYARD
etc...

[TechnoType]
...
Prerequisites=NAVALYARD
...

If you declare any of the existing groups (POWER/FACTORY/BARRACKS/RADAR/TECH/PROC) then the BuildingTypes specified in the [GenericPrerequisites] section will be used instead of those specified on the original PrerequisiteGroup flags (i.e. [UnitType]►POWER=, if specified, overrides [UnitType]►PrerequisitePower=). Take note that [BuildingType]►PROC= does not override or nullify [BuildingType]►PrerequisiteProcAlternate=.

Introduced in version: 0.1

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Jun 03, 2012 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Use Prerequisite and PrerequisiteOverride.

Don't. PrereqOverride can lead to the obnoxious NCO bug really damn quickly.

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AZUR
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jun 03, 2012 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, but isn't it caused by not including all the owners?

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jun 03, 2012 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jun 03, 2012 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kind of a side note, but the missing owners version of NCO bug only applies to BuildingTypes. Fixed that on the page right now #Tongue. Otherwise you'd get NCO in the vanilla game due to MCV's and starting units.

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