QUOTE (Bittah Commander @ Jul 30 2009, 05:49 PM)

On a side-note, would it be possible to make it so that when a helipad has HoverPad=yes and the aircraft that comes with it has a build limit, the helipad can't be built when the build limit of the aircraft has been reached? Adding a build limit to the helipad as well would be useless, since then the player would just be able to keep building and selling the helipad to get as many of the aircraft that come with it as he wants, regardless of the build limit.
So like, the house can only have a certain number of the free AircraftType, say 10, and then when the player builds that helipad after 10, it comes with no free AircraftType?
QUOTE (Bittah Commander @ Jul 30 2009, 05:49 PM)

Also, I just did a quick test on the house controls; they all work flawlessly

Thats good news, thanks!
QUOTE (Bittah Commander @ Jul 30 2009, 05:49 PM)

I noticed something else however... Apparently PadAircraft (even though it only uses the first unit specified) needs to have at least 2 aircraft specified, or the game will crash as soon as you click to build the helipad on the sidebar.
Attached except.txt just in case Hyper gets curious.
Well, i never had that problem, and that internal error you get is inside
BuildingTypeClass::Raw_Cost(), in the area where it gets the
PadAircraft= entrys cost. Could you test this more for me please?
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 10:53 PM)

I'm so glad that my beloved tibweb is more active again. Thanks Hyper, for doing this research here.

No problem, i plan on making this forum more active, spread the word, we need input! For the future of HyperPatch!
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 10:53 PM)

One thing we really need when new sides/subfactions work, is a key which works the other way round as prerequisite and forbids to build something, when one object in the specified list is present for this player.
BuildingType.NegativePrerequisite=NATMPL
in this case, if you have already a temple you can't build the thing where this is set.
This would make it possible to forbid Nod to build the MMKII even if it has everything necessary.
I like how people have accepted the new style of keys ^^
Anyways, Prerequisites are a very sticky logic, quite a lot of code. WW changed the code so much between the last true TS patch and the release of Firestorm, of course the
PrerequisiteNodFactory etc...
But ill keep looking at it.
QUOTE (Lin Kuei Ominae @ Jul 30 2009, 10:53 PM)

In this context it might be also useful to add the Ra2 key ForbiddenHouses=, so you can make one object completely unbuildable for certain houses.
The Ra2 TechnoType key PrerequisiteOverride would be useful too, as we have only a very limited number of the global PrerequisiteGroups like PrerequisitePower and these are the only way to achieve an "OR" conjunction, while Prerequisite itself is an "AND" conjunction. However it would be of course useful to have more of the PrerequisiteGroups too like...
PrerequisiteGroup1= to PrerequisiteGroup9= ;9 should be enough imo as you don't have so many different types of buildings like powerplants ,factories. Then you can assign the group on a unit /building with Prerequisite=GDIFactory,PrereqGroup1, Especially when new sides are fully working, would this be useful for e.g. a group of all refineries, all helipads, all shipyards etc
Well
ForbiddenHouses= might be possible, but again, i really dont know yet how all that works...
This post has been edited by CCHyper: Jul 31 2009, 04:41 PM