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Tech tree requirements?

Posted: 11 Oct 2009, 22:41
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?

Re: Tech tree requirements?

Posted: 11 Oct 2009, 23:06
by smoth
grab it from gundam.

Re: Tech tree requirements?

Posted: 12 Oct 2009, 01:36
by FLOZi

Re: Tech tree requirements?

Posted: 12 Oct 2009, 22:11
by PTSnoop
Okay, thanks! I think I'll use the S44 one.

...wow, it worked first time! That makes a change.

Re: Tech tree requirements?

Posted: 15 Oct 2009, 23:42
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!

Re: Tech tree requirements?

Posted: 26 Oct 2009, 17:00
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.