View Full Version : Starting with upgrades?
10th Oct 06, 4:48 PM
Is there anyway to make it so some buildings start with upgrades such as say a bunker is automaticly a mg bunker when you build it it already is upgraded and you don't need to upgrade it manually. I need to know this because I'm adding a repair crew to the sturm armory and I want to make it so you don't have to upgrade it to the mechanic repair post it automaticly has the pionners when you build it.
Nevermind I figured out how ignore this.
10th Oct 06, 6:39 PM
well, in sbps files the squad_upgrade_apply section does this. ie you paste the upgrade in there and it is obtained automatically.
10th Oct 06, 8:22 PM
Is there anyway to do that with the ebps? So far the only way I can figure out for ebps and buildings is the filter actions.
10th Oct 06, 8:46 PM
You can put the upgrade stuff into an ability with no requirements or make an ability that calls the upgrade. Either way will work to do it.
11th Oct 06, 2:56 PM
Yeah but would I have to use the ability for them to get the stuff or would it automaticly give it to them without me doing anything?
11th Oct 06, 6:08 PM
Without knowing exactly what it is you are trying to do,it is hard for me to say, but I'm guessing it is to add weapons or abilities to a squad?
If this is the case, make a new ability with no requirements or costs. I used the always_on targeting method and it worked correctly. Then it is as simple as adding your upgrade actions to the abilities actions. In my case, i added a filter action that added two bazookas to my bazooka team squad. I didnt need to add any race requirements because only the allies could build my bazooka team, but if you need requirements, add them, just make sure they are automatically fullfilled.
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