Upgrades: Difference between revisions
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'''Known Upgrade Problems:''' | '''Known Upgrade Problems:''' | ||
* Upgrades can not add/override the {{ | * Upgrades can not add/override the {{f|DeploysInto|link}}/{{f|UndeploysInto|link}}= on their parent building. | ||
* Upgrades can not have two different weapons. Both {{ | * Upgrades can not have two different weapons. Both {{f|Primary|link}} and {{f|Secondary|link}} must point to the same weapon if the upgrade is to provide it. If you set them to be two different weapons, they will fire only if both weapons can hit the target. | ||
* Upgrades can not give the player ability to build new unit(s). If you attempt to do so, each building built after the plugin causes the new unit(s) to dissapear from the sidebar, making them unbuildable again. | * Upgrades can not give the player ability to build new unit(s). If you attempt to do so, each building built after the plugin causes the new unit(s) to dissapear from the sidebar, making them unbuildable again. | ||
* The AuxBuilding superweapon logic does not work when upgrades are involved (either {{tt|AuxBuilding}}=''upgrade'' or the upgrade has the superweapon itself). | * The AuxBuilding superweapon logic does not work when upgrades are involved (either {{tt|AuxBuilding}}=''upgrade'' or the upgrade has the superweapon itself). |
Revision as of 08:46, 27 November 2009
Flag: | Upgrades |
File(s): | Rules(md).ini |
Values: | unsigned integers |
Default: | 0 |
Applicable to: | BuildingTypes |
This flag specifies the number of upgrades this BuildingType can accept.
Tutorial
If you have ever played Tiberian Sun, you should remember the upgrade system that GDI had. Upgrades are buildable animations placed on top of buildings that provide additional features such as extra power or different weapons. Although not used, this system also works in RA2 and YR.
; Rules(md).ini [PARENT_BUILDING] Upgrades=3 ;how many upgrade slots does this building have? [UPGRADE_BUILDING] PowersUpBuilding=parent_building ;which building can be upgraded by this upgrade? Takes one building and one building only. PowersUpToLevel=-1 ;-1 means "take first available slot", whereas positive values specify the exact slot# to use. ; Art(md).ini [PARENT_BUILDING] PowerUp#Anim= ;The animation to add to this building when powered up by one level PowerUp#AnimDamaged= ;Damaged version of the animation to add to this building when powered up by one level PowerUp#LocX= ;The x offset from the buildings draw position for this powerup animation PowerUp#LocY= ;The y offset from the buildings draw position for this powerup animation PowerUp#LocZ= ;Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. PowerUp#YSort= ;Amount to add to anims sorting position so that it renders in the correct order relative to other objects
Where # references a specific upgrade slot (numbered from 1 to rules(md).ini -> [PARENT] -> Upgrades= ).
If the PowerUp#Anim(Damaged) is not specified, it will simply use [UPGRADE]Image= animation. The PowerUp#Anim(Damaged) should be omitted, because specifying the Image= on the upgrade itself is the correct way to do this.
If the Location is unspecified, (0,0,0) will be used.
What Upgrades CAN Have:
- Superweapons (this will add to the structure's superweapons, not override them)
- Power output/drain
- Weapon (Note: Superweapons override weapons, so structures may not have both)
What Upgrades CANNOT Have:
- A Build Limit
- Credit production/drain
- A Radar or Spy Satellite
Known Upgrade Problems:
- Upgrades can not add/override the DeploysInto/UndeploysInto= on their parent building.
- Upgrades can not have two different weapons. Both Primary and Secondary must point to the same weapon if the upgrade is to provide it. If you set them to be two different weapons, they will fire only if both weapons can hit the target.
- Upgrades can not give the player ability to build new unit(s). If you attempt to do so, each building built after the plugin causes the new unit(s) to dissapear from the sidebar, making them unbuildable again.
- The AuxBuilding superweapon logic does not work when upgrades are involved (either AuxBuilding=upgrade or the upgrade has the superweapon itself).