View Full Version : Starting with upgrades?
MirrorImage
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.
solecist
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.
MirrorImage
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.
shiremct
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.
MirrorImage
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?
shiremct
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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