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Upgrading building using SuperWeapon Deliver.Types on itself
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Fryone
Cyborg Soldier


Joined: 30 Mar 2015
Location: Russia

PostPosted: Fri Aug 27, 2021 5:11 pm    Post subject:  Upgrading building using SuperWeapon Deliver.Types on itself
Subject description: so it's impossible?
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Tried to create SuperWeapon for building upgrade similar to Dune2000 using Deliver.Types to place on itself but it tries to place "upgrade building" around.
Maybe I'm missing something that will ignore placed building. Just thoughts...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Aug 30, 2021 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

You cant spawn objects on top of each other, if there is something in the way the Deliver SW will place it next to it instead.

The only way to do what you want is to make the superweapon first destroy the building & then place the new "upgraded" one in the same spot.

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Last edited by Mig Eater on Mon Aug 30, 2021 1:08 pm; edited 1 time in total

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Fryone
Cyborg Soldier


Joined: 30 Mar 2015
Location: Russia

PostPosted: Mon Aug 30, 2021 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wish there will be some SW for upgrading or simple "Deliver.Upgrade=yes" to do that(would be cool to have a boolean that will skip parts of code about checking building on its way). But, then I think that when human player do building upgrade, is it same process as AI doing it and how SW will do that too.

About destroying the building first, I think it will move this upgraded building, unless it has 1x1 size.
Thanks for answer.

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Mon Aug 30, 2021 2:15 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Can GenericAlternatePrerequsite=" help ?

Make an unbuildable  dummy building (TechLevel=-1) that gives the same prerequsites that your upgrade gives.

Then prepare [GenericPrerequsites]

UPGRADEONE=your dummy  building ID ; URGRADEONE is an example only.
You can give a different name.

Then;

PrerequisiteUpgradeoneAlternate=a delivery, baloonhover preferable unit

(Upgradeone's only "U" vowel capital,others lower case ...)

If you wish, it can give NEG.Prerequsites, also...

[SW] ;add to upper SWs list...and give this to  at least one building


Type=UnitDelivery
Deliver.Types=a delivery, baloonhover preferable unit
SW.Shots=1
SW.AlwaysGranted=yes;since given to any building, it will work by below tag
SW.AuxBuildings=whatever you wish  
SW.UseAITargeting=yes, better
SW.ManualFire=no ; so when you click the Ready cameo once, it will fire
SW.AITargeting=self ; near base somewhere  


You can give AI "self" fireable  immediately after clicking the SW cameo,or even without the cameo, (see Ares' Documentations)
 
Recharge time  is up to you.

[a delivery, baloonhover preferable unit]
TechLevel=-1 ; not buildable
ImmuneToEMP=yes ; required for global 255 CellSpread EMP TimeStop SWs
Selectable=no
PixelSelectionBraceletDelta=-99999  ;for  no health bar
LegalTarget=no
Image=none ; invisible
Immune=yes
Warpable=no
BuildLimit=-1 ; not necessary,but anyway

Prerequsite=Including UPGRADEONE are buildable when you use your SW
Prerequsite.Negative=Including UPGRADEONE are NOT  buildable when you use your SW



I know this is not what you exactly wish, but so similar.    Rolling Eyes

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Mon Aug 30, 2021 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

the native building upgrade system from TS still works just fine. the caveats being the instant-repair bug and that the node logic only
supports superweapons and power values.

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visit my moddb profile for .shp downloads and stuff

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