Joined: 16 Oct 2013
|Posted: Fri Mar 19, 2021 4:54 am Post subject:
Some implementation of Tech Upgrades
|Unlike using use Prerequisite and Prerequisite.Negative, all following methods work on existing units.
1: Using AttachEffect
The Upgrade Building provide a superweapon applying buffs to specific types.
Example: Upgrade armor for all GrizzlyTank
CellSpread=255 ;full map effect
Advanced: Using Attach Animation effects
Use attached Animation features like damage or weapon
Example: Upgrade all APOC Tanks with a speaker tower which can heal and buff nearby unit
Note: Animation weapons may have owner issue
Advanced: Using AE Firepower Multiplier and Warhead AnimList
Warhead animation will be picked from AnimList depends on weapon's damage.
The animation is acquired by dividing this delivered damage by 25 and truncating the result.For example, to 24 damage, the first animation in the list will be played. From 25 to 49 damage, the second animation.
We can use AE to buff unit's damage and change warhead animation for different effects;
Example: Upgrade Fireball weapon to make it leave a larger burning area on the ground
Note: Since there are many ways to modify firepower, unit may be accidentally gained or lost the upgrade.
Just use the Battery superweapon to make base defense use new weapon;
Example: Upgrade Gun Turret to use railgun
3.Elite Spawn Missile
Use academy logic to make Spawned Missile to fire Elite weapon
Example: Upgrade all V3Rockets. Make it split into multiple warhead;
Note: For the launcher unit already exist on map, first shot missile after upgrade will still be rookie. Next one will be elite.
4.Using Spawn Aircraft to add or upgrade weapon/ability
First make a invisible 'hornet' type unit with limited life time
[SPAWNEE] ;Aircraft Type
AttachEffect.InitialDelay=100 ;should be long enough for firing its weapon
Fighter=yes ; Important.
Speed=1;Very Slow Speed
ROT=20 ;High ROT
We can use PoweredBy logic to activate the spawnee
Example: Grant Lasher Tank FlashBang ability;
[FlashBangFirer] ;spawnee Aircraft Type
FlightLevel=110 ;near ground
[FlashBangFirerLauncher] ;spawnee launcher weapon
ROF=1 ;should be very low.We use SpawnRegenRate for cool down
SpawnsNumber=1 ;must be 1,multiple spawnees take too long to takeoff
SpawnRegenRate=300 ; the cooldown time for the ability
SpawnReloadRate=1 ;not useful since spawee will never land and reload
;cycle gattling logic
Before upgrade,without being powered, FlashBangFirer will be destroyed immediately once launched;
After upgrade,spawnee will survive and fire its weapon and destroyed by animation afterwards.
Known issue: Since there is always some delay between spawnee launching and weapon firing, the spawnee cannot keep position with its parent unit.
The ability weapon may always be seen fired from nothing.
Invisible projectile looks best. Missile looks OK. Don't use laser effect since it looks bad when fired from nothing.
You can also use academy logic to change spawnee weapon for making different upgrade effects.
Joined: 03 Sep 2004
Location: Sydney, Australia
|Posted: Fri Mar 19, 2021 5:37 am Post subject:
|I've explored many different upgrade methods but I've never come across the powered by spawned method, it's very clever. I will try this to see if it will be a good substitute for unit replacement!
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