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Making a building reload by itself
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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Jun 17, 2004 3:57 pm    Post subject:  Making a building reload by itself Reply with quote  Mark this post and the followings unread

I'm trying to modify the civilian armory a bit... Normally it has 5 ammo meaning it can upgrade only 5 units. Now I want to make it have unlimited ammo, but there should be a slight delay between upgrading infantry so I was thinking the best way to do this is to give it 1 ammo, but have it automaticly reload after a while. I've tried but I can't seem to get it done. How do I do this exactly? Can it even be done?

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Thu Jun 17, 2004 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

you could always give it -1 that would give it unlimited amount of upgrades, but i dunno how to do the reload thingy

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Jun 17, 2004 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

-1 doesn't work on that... It just lets you upgrade 1 unit.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 17, 2004 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

99999 is probably the closest to unlimited....

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Jun 17, 2004 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, but I'd still like a short delay... Otherwise you could just "mass promote" your units. Is there any other way to make a small delay between entering?

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 18, 2004 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

why not make its ammo 9999999?

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Fri Jun 18, 2004 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did that, but I still think the promotion process is a little quick.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sat Jun 19, 2004 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh well get over it. you could use triggers maybe.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun Jun 20, 2004 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

It can be done.

I can't remember the tags right now but look at the list of useable tags just above [HVR] there's some info there.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sun Jun 20, 2004 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

If only the Aegis Cruiser reload/fire logic was in TS. That would probably do it.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Tue Jun 22, 2004 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have no idea what that is.

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Jango
Soldier


Joined: 18 Nov 2003

PostPosted: Tue Jun 22, 2004 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I don't want to spread the pesimism but I don't think it can be done.
However to promote your forces is a process pretty annoying so you could put ammo=99999.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Jun 22, 2004 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had the brainwave of the EMP charge logic. Could that be used to do it?

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Tue Jun 22, 2004 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'm leaving it as it is right now with ammo=99999. The armories aren't base normals so you can't build a barracks next to them and start pumping out loads of elites. That's good enough for me...

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Tue Jun 22, 2004 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

While we're on the subject of buildings, how would I make a building which reveals the entire map like a spysat?

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Jun 22, 2004 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try giving it a really big Sight= range.

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Tue Jun 22, 2004 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

If memory serves right it won't have any sight at all if it's set too big... But I'll try.

Nope, it didn't work.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Jun 22, 2004 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, there is a map trigger that can reveal the whole map when you build the building and you can have another trigger set to reshroud the map if the building is destroyed or loses power.

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Tue Jun 22, 2004 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Might be possible by giving it an invisible weapon that does no damage and can fire into shroud with huge range bla bla, get the idea? not sure if this works.

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Tue Jun 22, 2004 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know about map triggers, but that is something I'd like to avoid. I think there is a Ts mod out there that actually has a spy satellite?

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