Grant multiple prerequisites?
- 
				thebestwes
- Posts: 18
- Joined: Fri Jul 17, 2015 7:08 pm
Grant multiple prerequisites?
Is it possible to make a building provide multiple prerequisites? Specifically I'm trying to make it so that the construction yard grants a prerequisite to the GDI race and another to the Nod race, thereby allowing me to use the same HQ building to give different airstrikes to the two races. Is this possible, and if not is there a better way to do it?
			
			
									
									
						Re: Grant multiple prerequisites?
You can usethebestwes wrote: ↑Is it possible to make a building provide multiple prerequisites?
Code: Select all
ProvidesPrerequisite@one:
    Prerequisite: one
ProvidesPrerequisite@two:
    Prerequisite: two
...
You can use the "Race: nod/gdi" property on ProvidesPrerequisite (see https://github.com/OpenRA/OpenRA/wiki/T ... erequisite).thebestwes wrote: ↑Specifically I'm trying to make it so that the construction yard grants a prerequisite to the GDI race and another to the Nod race, thereby allowing me to use the same HQ building to give different airstrikes to the two races. Is this possible, and if not is there a better way to do it?
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				thebestwes
- Posts: 18
- Joined: Fri Jul 17, 2015 7:08 pm
Thanks! I did that and it works perfectly for the GDI. The airstrike ability just doesn't show up for Nod, though. 
Here's what I'm working with:
			
			
									
									
						Here's what I'm working with:
Code: Select all
FACT:
[snip]
	ProvidesPrerequisite@buildingname:
	ProvidesPrerequisite@gdiair:
		Prerequisite: gdiair
		Race: gdi
	ProvidesPrerequisite@nodair:
		Prerequisite: nodair
		Race: nod
[...]
HQ:
[...]
	AirstrikePower@GDI:
		Prerequisites: gdiair, ~techlevel.superweapons
		Icon: airstrike
		ChargeTime: 5 [this is just for ease of testing]
		SquadSize: 3
		QuantizedFacings: 8
		Cordon: 900
		Description: Gun Run
		LongDesc: Deploy an A-10 squad.\nFires a GAU-8 minigun and\ndrops MK-83 bombs along a line.
		EndChargeSound: airredy1.aud
		SelectTargetSound: select1.aud
		InsufficientPowerSound: nopower1.aud
		IncomingSound: enemya.aud
		UnitType: a10
		DisplayBeacon: True
		BeaconPoster: airstrike
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
	AirstrikePower@Nod:
		Prerequisites: nodair, ~techlevel.superweapons
		Icon: airstrike
		ChargeTime: 5
		SquadSize: 3
		QuantizedFacings: 8
		Cordon: 2560
		Description: Air Strike
		LongDesc: Deploy a group of B-52 bombers against hard or soft\ntargets.
		EndChargeSound: airredy1.aud
		SelectTargetSound: select1.aud
		InsufficientPowerSound: nopower1.aud
		IncomingSound: enemya.aud
		UnitType: b52
		DisplayBeacon: True
		BeaconPoster: airstrike
		BeaconPosterPalette: beaconposter
		DisplayRadarPing: True
		CameraActor: camera
[...]
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				thebestwes
- Posts: 18
- Joined: Fri Jul 17, 2015 7:08 pm
- Graion Dilach
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