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How to get multiple ability requirements to work?

20 Nov 2015, 19:07 PM
#1
avatar of a_rag_rappy

Posts: 12

I'm trying to get a repair and a salvage abilities to show up only after I give the squad a combat engineer upgrade and then replace them with better versions when I get the respective research upgrades.

But the basic abilities are still visible when I don't have the upgrade equipped. If I research the better repairs, the basic ability disappears, but the better repairs doesn't show up if I have just the research requirement. If I add the squad upgrade requirement as well the basic ability doesn't disappear after the research upgrade.

I can get the better salvage ability to properly replace the basic one if the research ability is the only requirement, but not if I also add the squad upgrade requirement.

Using just the squad upgrade requirement doesn't seem to properly replace abilities.

So how does the requirements logic work exactly when handling multiple at once?
20 Nov 2015, 19:55 PM
#2
avatar of eliw00d
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Posts: 756 | Subs: 8

Can you show us what you have so far, in screenshots?
21 Nov 2015, 23:41 PM
#3
avatar of a_rag_rappy

Posts: 12

This is what Im trying to do, but none of the abilities show up with these requirements.

basic repair


advanced repair


basic salvage


thorough salvage
22 Nov 2015, 05:31 AM
#4
avatar of eliw00d
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Posts: 756 | Subs: 8

Can we see the upgrade? There is not a lot to go on with just the requirements.
22 Nov 2015, 07:19 AM
#5
avatar of a_rag_rappy

Posts: 12

is there a way I can send you the mod? I think it would be a pain to try and show abilities through just pictures
22 Nov 2015, 14:13 PM
#6
avatar of eliw00d
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Posts: 756 | Subs: 8

Sure, upload it to Dropbox and PM me the link.
23 Nov 2015, 01:58 AM
#7
avatar of a_rag_rappy

Posts: 12

is it just the .sga file or are there others I need to include?
23 Nov 2015, 05:13 AM
#8
avatar of eliw00d
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Posts: 756 | Subs: 8

Your entire mod folder.
24 Nov 2015, 01:59 AM
#9
avatar of a_rag_rappy

Posts: 12

sent the link to you, just wanted to confirm if you got it.
24 Nov 2015, 15:54 PM
#10
avatar of eliw00d
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Posts: 756 | Subs: 8

Yes, I did. I will take a look when I have time.
24 Nov 2015, 22:38 PM
#11
avatar of eliw00d
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Posts: 756 | Subs: 8

attrib\upgrade\west_german\research\advanced_repair_upgrade

should have owner_type changed to "player".

Any time you are checking for a player upgrade, owner_type has to be set to "player", otherwise it will be applied to the upgrading Entity/Squad (self).

So, to answer your original question: your requirements are fine, but they were never being met because the building was receiving an entity upgrade and not a player upgrade.
25 Nov 2015, 01:03 AM
#12
avatar of a_rag_rappy

Posts: 12

unfortunately, the repair ability still isn't showing up after I give the squad the pioneer upgrade with the change to the research upgrade.
25 Nov 2015, 01:37 AM
#13
avatar of eliw00d
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Posts: 756 | Subs: 8

You did not give them the "pe_advanced_repair" ability in their abilities_ext, that is why.
25 Nov 2015, 18:24 PM
#14
avatar of a_rag_rappy

Posts: 12

wow I derped hard, you also made me realize I wasn't using the right upgrade in my squads messing with meeting the requirements. Thanks for all of your time and patience.

I can't believe the problem was something so stupid.
25 Nov 2015, 18:34 PM
#15
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

It happens, no need to beat yourself up about it. At least you know what the cause was and can learn from it.
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