Revamp Expansion Mod (RVE) The Ultimate Supreme Commander 2 Experience (New Scale, New Units, New Ability's, New Game)

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Adding the Tech Toggle (Mods : Revamp Expansion Mod (RVE) : Forum : Mod Creation Help : Adding the Tech Toggle) Locked
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Apr 22 2013, 7:42pm Anchor

Me again!

The illuminate gantry is getting a little cluttered, meaning that not all the build icons are clickable. I added the illuminate warp pillar as a temporary gantry, but that doesn't work too well with the ai. So, I figured that I should add the tech toggle ability to the illuminate gantry. The question is....how do I do that?

Apr 27 2013, 9:16am Anchor

Look at the factories best way to learn is by looking :).

Apr 27 2013, 12:17pm Anchor

Now, I'm probably going to do the same thing here that I've done for the past four or five threads; say I don't know, and then figure it out.

I HAVE looked at the factory, engineer, and warp pillar files and I still have no clue. (Keep in mind, I don't want the tech toggle to be an upgrade, but be there at the start.) What's even worse, I just made an illuminate engineering drone (I'm having some issues with effects for that that you'll probably get to find out about soon enough :) ) and it DOES have the tech toggle, and I have no idea what I did. I also tried changing the 'self.Sync.maxtechlevel' in the script and adding 'ILLUMINATE EXPERIMENTAL MOBILE LAND TECH2' in the gantry's categories (maybe you should do that for the warp pillars, so that you don't have to patch it anymore. Just a thought...) but still no luck.

Apr 28 2013, 7:04am Anchor

Thats because it auto add the tech toggle to engineers and factories but has been disabled on gantries you can add it mainly to the units bp its a ability as you already know 'self.Sync.maxtechlevel' sets the level the toggle can change to, Pillars already have a toggle for land and air.

Edited by: OverRated

Apr 28 2013, 10:40am Anchor

Well, I seem to have gotten halfway there...

I added 'self.Sync.BuildTechLevel = 1' and 'self.Sync.MaxTechLevel = 2', and for the abilities, 'tech_switch', 'tech_toggle', 'tier1_dummy', 'tier1_toggle', 'tier2_dummy', and 'tier2_toggle'. However, when I launch the game, the tech toggle ability is grayed out. What am I forgetting?

EDIT: At the moment, this is what I think of adding abilities: @#&$%*#&@&#$!

No matter what I do, I can't seem to get it to work. I did change the 'self.Sync.BuildTechLevel = 1' to 'self.Sync.BuildTechLevel = 2', but that doesn't seem to have helped any.

I usually wouldn't pursue this too much, but to fit in new illuminate experimentals, I need a new gantry or a tech-toggling gantry, and I don't want to deal with the AI part of a new factory... (Just to reiterate what I've already said before... :) )

To sum this all up... HEEELP!

May 2 2013, 9:57am Anchor

You want self.Sync.MaxTechLevel = 2 this sets it to a max level of 2 also you only need to add 1 ability that is the tech_switch to the gantry BPs, Also setting your new xp tech level to TECH2 in its cats.

Edited by: OverRated

May 2 2013, 2:48pm Anchor

Still doesn't work.....

The icon is still grayed out. I can use Ctrl-X, which switches the techs, but when I build a "tech 2" experimental, the game crashes. Fun...

Here is the gantry's bp: Pastebin.com
and the unit's script: Pastebin.com

May 2 2013, 11:25pm Anchor

Remove half bake I recall a bug in the engine its self just remove its from the gantries bps.

May 3 2013, 3:04pm Anchor

Ahh...it works...

Is there any way to add the half bake ability to the gantry without messing up the tech toggle? If not....oh well, that's what the illuminate get for only having one gantry.

May 4 2013, 6:38am Anchor

No there a bug in the engine code for the ability there no way around it in lua just another GPGs FK UP :P.

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