ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "Upgrades"

From ModEnc
Jump to: navigation, search
(That's what headers are for! Also, added lots of info.)
Line 7: Line 7:
 
|ts=yes
 
|ts=yes
 
|fs=yes
 
|fs=yes
|ets=yes
+
|hp=yes
 
|ra2=yes
 
|ra2=yes
 
|yr=yes
 
|yr=yes
|rp=yes
+
|ares=yes
 
}}
 
}}
  
Line 46: Line 46:
 
* Power output/drain
 
* Power output/drain
 
* Weapon (Note: Superweapons override weapons, so structures may not have both)
 
* Weapon (Note: Superweapons override weapons, so structures may not have both)
 +
* [[AIBuildThis]]
 +
* [[AIBasePlanningSide]] (in RA2 and beyond)
  
 
===What Upgrades CANNOT Have or Do===
 
===What Upgrades CANNOT Have or Do===
Line 66: Line 68:
 
* Alter the [[Armor]] of its' parent structure.  
 
* Alter the [[Armor]] of its' parent structure.  
 
* Likewise, upgrades cannot override the ImmuneTo* statements on their parent structure.  
 
* Likewise, upgrades cannot override the ImmuneTo* statements on their parent structure.  
 +
* Override the [[Crew]] statement of the parent structure.
 +
** Using [[Ares]], upgrades cannot add to, take away from, or alter in any way, the Survivors listing, TechnicianChance and EngineerChance settings.
 +
* [[RevealToAll]]
  
 
===Known Upgrade Problems===
 
===Known Upgrade Problems===

Revision as of 14:20, 22 May 2015

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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 or Do

  • 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)
  • AIBuildThis
  • AIBasePlanningSide (in RA2 and beyond)

What Upgrades CANNOT Have or Do

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).
  • A building can provide a maximum of two superweapons - if a building has more than two superweapons when adding up the superweapons from the building itself with those provided from upgrades, only the first two superweapons will get considered.