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> #0003 -- BuildingTypes and related bugs
SeekSomethingNew
post Jul 31 2009, 05:20 PM
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HyperPatch Development Discussion #0003

Topic Theme: Adding possible new logic's to BuildingTypes, fixing existing bug and moving some global values to BuildingTypes.

This topic is for everything related to BuildingTypes, what new things would you like to see? What bugs would you like to be fixed? And what global values (eg. SpotlightAngle= for example) moved to BuildingTypes to have a wider arrange of visual effects and logic's

-Hyper

This post has been edited by CCHyper: Aug 3 2009, 12:12 AM


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Revolutionary
post Aug 2 2009, 12:05 PM
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heres a few idea

the ability to sell upgrades but other peoples ideas and work arounds using other proposed logics are better than my 'Sellableupgrade=Yes' or 'Sellupgradefirst=Yea 'idea

#

seperate 'build down' anim when selling for example

Buildup=GANSTMK
BuildDown=GANSTDIE

it could be set up like this
if no buildup there is no 'builddown' unless one is entered
if there is a buildup 'builddown' is the same as buildup unless a name is entered
#
buildable conyards
#
navel yards
#
your spotlight example
#
and the ability for upgrades to be placed on more than one building
eg ion cannon node can be placed on both adv comms center and upgrade center


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