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Grant multiple prerequisites?
Posted: Thu Aug 13, 2015 7:21 pm
by thebestwes
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?
Posted: Thu Aug 13, 2015 8:43 pm
by abcdefg30
thebestwes wrote: ↑Is it possible to make a building provide multiple prerequisites?
You can use
Code: Select all
ProvidesPrerequisite@one:
Prerequisite: one
ProvidesPrerequisite@two:
Prerequisite: two
...
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?
You can use the "Race: nod/gdi" property on ProvidesPrerequisite (see
https://github.com/OpenRA/OpenRA/wiki/T ... erequisite).
Posted: Thu Aug 13, 2015 9:56 pm
by thebestwes
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:
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
[...]
Posted: Thu Aug 13, 2015 10:01 pm
by thebestwes
I took out the Race attribute, and it still only gives me the GDI airstrike ability. Is it just that you can't have a structure give more than one type of airstrike?
Posted: Fri Aug 14, 2015 12:59 pm
by Graion Dilach
What does --check-yaml say about it?