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Automatic time released upgrades?
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun May 05, 2013 11:20 am    Post subject:  Automatic time released upgrades? Reply with quote  Mark this post and the followings unread

I am wondering how I would go about getting fixed time released upgrades for both the player and AI.

Basically I want that after a Super weapon building is built, after say 5 minutes a 'PLAYER' upgrade is added. Then say after another 10 minutes another upgrade is added triggered by the last upgrade (or time released after 15 minutes).

The purpose of these upgrades is to automatically upgrade the strength of the super weapon, hence why I need the upgrades, and it must be automatic and not player or AI initiated.

Any ideas?

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Sun May 05, 2013 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm I would suggest lua and object status, grant the SW an object status which only exists for a set amount of time. Then when the object status is removed you can easily trigger a lua script granting you a player upgrade.

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DeeZire
Cyborg Engineer


Joined: 20 Nov 2006

PostPosted: Sun May 05, 2013 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

1 - use GrantUpgradeCreate to give the structure the 3 upgrades upon creation.
2 - for each upgrade use a DelayedUpgrade module on the structure itself - one delayed by 5 mins, one by 10 mins and one by 15 mins.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Mon May 06, 2013 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

DeeZire wrote:
1 - use GrantUpgradeCreate to give the structure the 3 upgrades upon creation.
2 - for each upgrade use a DelayedUpgrade module on the structure itself - one delayed by 5 mins, one by 10 mins and one by 15 mins.

I tried that, the 'DelayedUpgrade' does not work.

Last edited by Madin on Mon May 06, 2013 5:00 am; edited 1 time in total

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Mon May 06, 2013 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Ju-Jin wrote:
hmm I would suggest lua and object status, grant the SW an object status which only exists for a set amount of time. Then when the object status is removed you can easily trigger a lua script granting you a player upgrade.


I would have to learn how to create new scripts first. I am not used to LUA scripting.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon May 06, 2013 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

DeeZire: first rule of TW modding: if you don't know if a module works assume it's broken and test it first #Tongue
(Though I had forgotten about DelayedUpgrade, but I do actually think if Madin says it doesn't work that that's the case)
Also nice to see you again.

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DeeZire
Cyborg Engineer


Joined: 20 Nov 2006

PostPosted: Mon May 06, 2013 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Oops my bad, I'm still thinking BMFE2 I just did exactly this with that engine Razz

Funny how they left the module in the GameObject schema though - you sure it doesn't work?

The workaround would be to get the structure to spawn an object with a lifetime that grants the upgrade on death.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon May 06, 2013 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are quite a few modules in the schemas, even linked, which don't work, and others which are cut out that actually work.
I could do a test later though to make sure.

And I would suggest using the lua method, dummy objects are never a good option if you can avoid them.

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