How to program certain, fixed unit in Crate?
Do you know these little blue boxes in Dune2000? With different unexpected surprises: actions, units and so on.
For example — I want MCV in the crate.
How to program certain, fixed unit in Crate?
Dune2000, Dune 2000, D2K
Re: How to program certain, fixed unit in Crate?
Something like an answer.
I made new object "crate2".
It inerits something from "crate" but it switch off many properties.
So this is variant of solution.
But I suppose it can be made another way.
I made new object "crate2".
It inerits something from "crate" but it switch off many properties.
So this is variant of solution.
But I suppose it can be made another way.
Code: Select all
crate2:
Inherits: crate
Tooltip:
Name: Crate2
RenderSprites:
Image: crate
GiveUnitCrateAction@MCV1:
#SelectionShares: 10
Units: mcv
TextNotification: Mobile Construction Vehicle
-GiveUnitCrateAction@Trooper: # switch off old properties
-RevealMapCrateAction:
-HideMapCrateAction:
-GiveCashCrateAction@1:
-GiveCashCrateAction@2:
-GiveCashCrateAction@3:
-ExplodeCrateAction@1:
-LevelUpCrateAction:
Re: How to program certain, fixed unit in Crate?
In original "crate" used another code for "mcv". And only for "mcv".
GiveBaseBuilderCrateAction
For other units:
GiveUnitCrateAction
Original code for "mcv".
It does not work in my "crate2". I tried.
I don't know why. Maybe somebody knows?
And it works with this.
GiveUnitCrateAction
As in code in the message above.
GiveBaseBuilderCrateAction
For other units:
GiveUnitCrateAction
Original code for "mcv".
Code: Select all
GiveBaseBuilderCrateAction:
SelectionShares: 0
NoBaseSelectionShares: 9001
Units: mcv
I don't know why. Maybe somebody knows?
And it works with this.
GiveUnitCrateAction
As in code in the message above.
Re: How to program certain, fixed unit in Crate?
Another question.
How to switch off properties when I make inheritance?
For example. We have 3 "cash givings" in the Crate object:
GiveCashCrateAction@1
GiveCashCrateAction@2
GiveCashCrateAction@3
The code, for details
(it is not very important now).
Actually, I can switch off them (in new object) by dint of "-".
-GiveCashCrateAction@1:
-GiveCashCrateAction@2:
-GiveCashCrateAction@3:
My aim.
I would like to switch off all them. At one line.
But if write
-GiveCashCrateAction:
it gives error
Exception of type `System.ArgumentException`: Collection must not be empty.
The same error with
-GiveCashCrateAction@1-3:
---------------------------------
So why do I need it, in general?
Of course, it is not difficult to write three lines.
But! This is not so easy, for example, for
GiveUnitCrateAction.
It is more than twenty properties!
GiveUnitCrateAction@LightInfantry:
GiveUnitCrateAction@Trooper:
GiveUnitCrateAction@Engineer:
GiveUnitCrateAction@Thumper:
GiveUnitCrateAction@Grenadier:
and many other.
How to switch off properties when I make inheritance?
For example. We have 3 "cash givings" in the Crate object:
GiveCashCrateAction@1
GiveCashCrateAction@2
GiveCashCrateAction@3
The code, for details
(it is not very important now).
Code: Select all
GiveCashCrateAction@1:
Amount: 750
SelectionShares: 25
UseCashTick: true
GiveCashCrateAction@2:
Amount: 1000
SelectionShares: 50
UseCashTick: true
GiveCashCrateAction@3:
Amount: 1500
SelectionShares: 25
UseCashTick: true
-GiveCashCrateAction@1:
-GiveCashCrateAction@2:
-GiveCashCrateAction@3:
My aim.
I would like to switch off all them. At one line.
But if write
-GiveCashCrateAction:
it gives error
Exception of type `System.ArgumentException`: Collection must not be empty.
The same error with
-GiveCashCrateAction@1-3:
---------------------------------
So why do I need it, in general?
Of course, it is not difficult to write three lines.
But! This is not so easy, for example, for
GiveUnitCrateAction.
It is more than twenty properties!
GiveUnitCrateAction@LightInfantry:
GiveUnitCrateAction@Trooper:
GiveUnitCrateAction@Engineer:
GiveUnitCrateAction@Thumper:
GiveUnitCrateAction@Grenadier:
and many other.