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Enabling units via SCAR (win conditions)

  1. #1
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    Enabling units via SCAR (win conditions)

    OK, so restricting units via SCAR in the form of a win condition is do-able and pretty easy, and been done quite alot in the form of the restrict tiers funcionality.

    So, can you do a similar thing in reverse, enable units via a win condition??

    Want to be able to only allow titans and certain named super-heavy units by selecting the win-condition.

    Ideally the condition will have all the units listed within for maintainence.

    So, any SCAR guru's thoughts would be most welcome

    ----------

    oh, but obvious the existing requirements for the unit would still need to apply when enabled

  2. Modding Senior Member  #2
    Always Tired Argonaut's Avatar
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    If the titans/heavy units are part of the mod, then you can restrict everything else and simply have a tech race to the right tier - sounds not fun

    Or, you could..

    -As the anihilate win condition is removed you can cycle through each player destroying the HQ and starting units, then once everything has been removed, spawn the superheavies/titans through SCAR for each player based upon the race they have chosen. This will of course mean each players starts with the titans and doesn't need to tech up to earn them, and the AI might need some SCAR help to control the big boys.
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  3. #3
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    not quite what I was after, but interesting idea

  4. #4
    Member Jaguar-Lord's Avatar
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    instead of a win condition you should design map for your mod that are tailored to super heavies and script them(the map) :
    (a desert 1024x2048 map where you can only fight with titans and super heavies, unit initial number would be defined at game start, and weapon range bonus, movement bonus, targeting bonus, orbital auspex bonus, ECM/ECCM could be scatered on the map.....and so on.....) tailored maps are a must for a mod with with big range of units)
    you can even make map-mods ( mini extension to your mod) and design very specific victory condition.
    think about it.
    JL

  5. #5
    Thought about it.
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  6. Modding Senior Member  #6
    Always Tired Argonaut's Avatar
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    Ok, talk me through exactly what you'd expect to happen once the game starts.

  7. #7
    Okay, been thinking as I replied as it takes so long to reply on Android. Set up your tech tree so that the units require an add-on or research that you don't put anywhere on the build menu. Now have your scar grant this add-on or research when the map loads. Theory seems sound...

  8. #8
    Member Jaguar-Lord's Avatar
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    ...sounds simple and neat.

  9. #9
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    Okay, been thinking as I replied as it takes so long to reply on Android. Set up your tech tree so that the units require an add-on or research that you don't put anywhere on the build menu. Now have your scar grant this add-on or research when the map loads. Theory seems sound...
    Ah, now this seems like just the thing, thanks.

    Ok, now assuming this can be done in a win-condition, as opposed to just a map scar file, then what's the function for enabling the research (saying you want to do that)? Sorry I don't know all the available functions in SCAR.

    So I could have 1 generic "allow titans" research, on all the titans/super-heavies to be included, and enable that through a win condition. That would be perfect.

  10. #10
    Well, it's been a while but something like this should work:

    function OnInit()


    Rule_AddOneShot(Titanic,0)

    end



    Scar_AddInit(OnInit)


    function Titanic ()
    t_Players = {}
    local playerCount = World_GetPlayerCount()
    for i = 0, playerCount-1 do
    j =( i +1)
    t_Players[j] = World_GetPlayerAt(i)
    end

    for i=1,playerCount do
    Player_GrantResearch( t_Players[i], "TitanResearchNameHere")
    end
    end


    I miss SCAR coding *sniffs*.

  11. #11
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    ok, Thanks man, I'll give that a try, and let you know!!!!

    And we miss your SCAR coding too........

    ----------

    Your a genius! Thanks dude, exactly what I was looking for, and the possibilities are now endless...........


  12. #12
    Now about the AI.... no console errors? Check, check.

  13. #13
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    well shitloads, but none for this.

  14. #14
    Very good, usually when there are researches not to be found anywhere within the ai buildings and there is a unit they want to create, but can't because of some unknown requirement, it usually spams some crap errors which ruins your game completely. If there is such an error, this thread is always available, and I have a less plausable (but it works) way to fix.

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