Tech tree requirements?

Tech tree requirements?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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PTSnoop
Posts: 97
Joined: 09 Sep 2009, 19:05

Tech tree requirements?

Post by PTSnoop »

What I'd like to be able to do is to have one set of units that can be built by the main base at any time, and a bunch of additional units that can also built at the main base once you've got a research pylon.

Is there an easy-ish way to do this? Or would I need to learn LUA and write some sort of complicated widget myself?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Tech tree requirements?

Post by smoth »

grab it from gundam.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Tech tree requirements?

Post by FLOZi »

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PTSnoop
Posts: 97
Joined: 09 Sep 2009, 19:05

Re: Tech tree requirements?

Post by PTSnoop »

Okay, thanks! I think I'll use the S44 one.

...wow, it worked first time! That makes a change.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Tech tree requirements?

Post by zwzsg »

That other thread is relevant to your interest. Recently, I made a bunch of "tech tree requirements" gadgets, some very simple, some with more flexibility, all coded with ease of integration in mind. Check them!
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Tech tree requirements?

Post by FLOZi »

Minor bump, just found a bug in this, unfinished units can break the prereqs, simply change the UnitFinished callin to UnitCreated, or just grab the latest revision from our SVN.
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