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> Upgrade parameters
Bittah Commander
post Nov 5 2006, 05:52 PM
Post #1


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Joined: 1-October 06
From: The Netherlands
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Alliance: GDI
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QUOTE ("SeaMan")
QUOTE ("Awrethien")
Whats bothering us is that you deleated it because of what it is. A discusion of tags that work or dont work with upgrades, and you called it all spam.


Nope. That's exaggerated.

Upgrades can grant:
Primary=
Secondary=
Power=
SuperWeapon=
SuperWeapon2=
Armory=
Hospital=
Radar=
NukeSilo=
Turret=
Powered=
Sight=
ROT=
IsThreatRatingNode=
LightVisibility=
LightIntensity=
LightRedTint=
LightGreenTint=
LightBlueTint=
Immune=
ImmuneToVeins=
Insignificant=
GDIBarracks=
NodBarracks=
IsPlug=
IsTemple=

That's about it.

QUOTE ("SMIFFGIG")
on the subject of upgrades
thers a bug with them
when u place an upgrade on a building, it restores the building to full health
This is hardcoded sadly there is no fix (without the source code)
So if u got a Power plant on red, dont repair it, just build another turbine
(ok it cheating but if it cant be fixed, why not make use of it)

QUOTE ("SMIFFGIG")
ill do some experimenting now
but i cant see it being fixed as i think the game looks at the building as a new building each time it has an upgrade

QUOTE ("Allied General")
powered= does not WORK on UPGRADES.

An easy example is the GDI SAM upgrade still fires missiles when on LOW POWER.

The only way to solve this is to make the structure powered but in TS this means the component tower weapons will all go offline.

Also you must specify an primary/secondary weapon otherwise the structure will not fire a weapon (upgrades only)

Upgrades can also not be used as prerequisities as technically they just count as additional animations for the structure.


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