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
Better Ranged Counted Multi Tech Gadget
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Better Ranged Counted Multi Tech Gadget
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).
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.
The second caveat is that power requirements for builders to be build will be completely ignored (not factories, just mobile builders).