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				[RA] Add 1-rank to paratroopers - map hack
				Posted: Sun Sep 25, 2016 11:53 am
				by SoScared
				This is something a bit beyond my scope of understanding but I'm looking to see if there's a way to add this on to the map.yaml, or if it's too complex a hack:
https://github.com/OpenRA/OpenRA/issues/12042
I'd love to test this feature after the next release to see if there's any balance implications with it. If not it could serve as a nice polish for the paratroopers.
 
			
					
				
				Posted: Sun Sep 25, 2016 6:51 pm
				by Graion Dilach
				Inherit a clone of E1, set RenderSprites to E1, override ProducibleWithLevel->Prerequsites to 0 on it and set paradrop to send the clone in, should do.
			 
			
					
				
				Posted: Sun Sep 25, 2016 9:26 pm
				by SoScared
				Works, thanks. I still need to define the rank number for the cloned unit but can't find the trait.
Code: Select all
Rules:
	E1R1
		Inherits: E1
		RenderSprites:
			Image: E1
		ProducibleWithLevel:
			Prerequisites: 0
	
	E3R1
		Inherits: E3
		RenderSprites:
			Image: E3
		ProducibleWithLevel:
			Prerequisites: 0
		
	AFLD:
		ParatroopersPower@paratroopers:
			DropItems: E1R1,E1R1,E1R1,E3R1,E3R1
 
			
					
				
				Posted: Sun Sep 25, 2016 10:46 pm
				by Graion Dilach
				Was tired, dammit, when I wrote that. 0 should have been null aka empty. >_> but it needs to be defined since the fallback would've been inherited and thereby would be barracks.infiltrated IIRC (Maybe it'd be more proper if it would require the appropriate techlevel prereq).
It also have an InitialLevels property where you can specify the basic ranks.
			 
			
					
				
				Posted: Mon Sep 26, 2016 12:21 pm
				by abcdefg30
				Code: Select all
		ProducibleWithLevel: 
			Prerequisites: techlevel.infonly
would work fine yeah (although it's a bit hacky).
Anyway, you probably also want to make those extra actors unbuildable:
Code: Select all
		Buildable:
			Prerequisites: ~disabled
Graion Dilach wrote: ↑
It also have an InitialLevels property where you can specify the basic ranks.
 
InitialLevels defaults to "1". So we shouldn't need to explicitly define it.
 
			
					
				
				Posted: Mon Sep 26, 2016 1:31 pm
				by SoScared
				Works!!! Thanks a lot for your help guys.
Code: Select all
Rules:
 
	E1:
		Selectable:
			Class: E1
	E3:
		Selectable:
			Class: E3
    E1R1:
        Inherits: E1
        RenderSprites:
            Image: E1
        ProducibleWithLevel:
            Prerequisites: techlevel.infonly
            InitialLevels: 1
        Buildable:
            Prerequisites: ~disabled
 
    E3R1:
        Inherits: E3
        RenderSprites:
            Image: E3
        ProducibleWithLevel:
            Prerequisites: techlevel.infonly
            InitialLevels: 1
        Buildable:
            Prerequisites: ~disabled
 
    AFLD:
        ParatroopersPower@paratroopers:
            DropItems: E1R1,E1R1,E1R1,E3R1,E3R1