View topic - Better Ranged Counted Multi Tech Gadget



All times are UTC + 1 hour


Post new topic Reply to topic  [ 2 posts ] 
Author Message
PostPosted: 19 Jul 2012, 00:31 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Or aka the teching gadget.

I have a problem, and I've spent all day on this. I need to allow defensive turrets with power requirements to be queued up, however, without the power they need to be disabled (this is what happens now).

I have tried in many ways to do this, and also with zwzsg's help to some extent, but every solution breaks another part of the gadget.

Could someone please look into it and figure out how to get it working? I have spent 5 hours on it so far today and hit nothing but dead ends.

Also, the solution may seem easy, but make sure that you haven't disabled the tech requirement of units built from a factory with the easy solution. (This is the most common occurrence).

I am at my wits end with this.

Here is the gadget: http://pastebin.com/ALCujv1Z

Names of units I want to give the exception to are:
elightturret2
eheavyturret2
eaaturret

Evolution RTS Source is here: http://www.source.evolutionrts.info


Top
 Offline Profile  
 
PostPosted: 19 Jul 2012, 05:48 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Ok, this issue has been resolved. Thanks to Zwzsg who tried to help me initially.

Special thanks to Google_Frog who actually fixed it.

Here is the updated version: https://code.google.com/p/evolutionrts/ ... n326&r=143

The primary difference for this is that mobile builders are no longer checked for power requirements. Meaning that they can now build things even if there is no power to those buildings. This is intended for you to use the unit script to block the unit function if needed.

There are 2 caveats. Both pretty small. 1: The build buttons will be grayed out for mobile builders until they get in appropriate power range, after which the buttons will stay usable. It's a minor irritation, but it IS irritating.

The second caveat is that power requirements for builders to be build will be completely ignored (not factories, just mobile builders).


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.