A-Mod 0 Posted May 30, 2014 (edited) Hi to all I am new on this forum and do not know much English(I from Russia). I am a bad coder,but i like Kane's Wrath edition so that I trying to make a mod for this game. And after reading guide in "SDK topic" I use Wrathed and this programm work really good. I have some question about "Upgrades Template". I like in strategies if we can Upgrade some structures like Tech building and have much good stuffs. This make Defence really interesting. So that i trying add Upgrade to building like in "Power Plant". But after adding button image and ability upgrade this button don't active it's grey. Maybe somebody can help with this and say what I do wrong. Please help. And after constuct tiberium bulding it's not available [Yeup russian language on the screens] This is Behaviors from gameobject "NODTiberiumSilo" <Behaviors> <PowerUpgrade id="ModuleTag_NODSiloShaft" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True"> <TriggeredBy>Upgrade_NODTiberiumSiloShaft</TriggeredBy> </PowerUpgrade> <SubObjectsUpgrade id="ModuleTag_ShowTurbines"> <CustomAnimAndDuration AnimState="USER_1"></CustomAnimAndDuration> <TriggeredBy>Upgrade_NODTiberiumSiloShaft</TriggeredBy> </SubObjectsUpgrade> <StatusBitsUpgrade id="ModuleTag_NODSiloShaft2" RequiresAllTriggers="False" RequiresAllConflictingTriggers="False" Permanent="False" WaypointMode="False" WaypointModeTerminal="True" StatusToClear="" ApplyToContained="False" StatusToSet="HAS_TIBERIUM_UPGRADE"> <AutoDepositUpdate InitialCaptureBonus="500" DepositInterval="3s" DepositAmount="5" GiveNoXP="true" Flags="ACTIVE_WHEN_REPAIRING"/> <TriggeredBy>Upgrade_NODTiberiumSiloShaft</TriggeredBy> </StatusBitsUpgrade> This is "NewUpgrade.xml" code I use all this from this file. <UpgradeTemplate id="Upgrade_NODTiberiumSiloShaft" DisplayName="UPGRADE:NODTiberiumSiloShaft" AcquireHint="UpgradePrereq:NODTiberiumSiloShaft" TypeDescription="UpgradeType:NODTiberiumSiloShaft" Description="UpgradeDesc:NODTiberiumSiloShaft" Type="OBJECT" BuildTime="15s" BuildCost="3500" ResearchSound="AudioEvent:NOD_PowerPlantUpgradeMS" ResearchCompleteEvaEvent="UpgradeComplete" UnitSpecificSound="AudioEvent:NOD_TiberiumSiloSelect" UpgradeFX="FX_NOD_CatalystMissile_TiberiumExplosion" LocalPlayerProductionStartedEvaEvent="BuildingConstructionStarted" LocalPlayerBuildOnHoldEvaEvent="BuildOnHold" LocalPlayerBuildCancelledEvaEvent="BuildCancelled" GroupOrder="0" SkirmishAIHeuristic="INVALID" Options="DO_NOT_TRANSFER" WaypointQueueable="True" IconImage="ButtonStateUpgradeNODTiberiumSiloShaft"> <GameDependency> <RequiredObject>NODTiberiumLiquidationFacility</RequiredObject> </GameDependency> </UpgradeTemplate> <ButtonSingleStateData id="ButtonStateUpgradeNODTiberiumSiloShaft"> <State Image="Button_TDSilo" Title="UPGRADE:NODTiberiumSiloShaft" Description="UpgradeDesc:NODTiberiumSiloShaft" /> </ButtonSingleStateData> <UnitAbilityButtonTemplate id="ButtonUpgradeNODTiberiumSiloShaft" LogicCommand="Command_UpgradeNODTiberiumSiloShaft"> <Data> <ObjectUpgrade StateData="ButtonStateUpgradeNODTiberiumSiloShaft" /> </Data> </UnitAbilityButtonTemplate> This is "logic command" <LogicCommand id="Command_BUILDNODTiberiumSiloTIBHUB" Type="CONSTRUCTION_YARD_CONSTRUCT" Options=""> <Object>NODTiberiumSiloTIB</Object> </LogicCommand> <LogicCommand id="Command_BUILDNODTiberiumSiloTIB" Type="DOZER_CONSTRUCT" Options="OPTION_ONE"> <Object>NODTiberiumSiloTIB</Object> </LogicCommand> <LogicCommand id="Command_UpgradeNODTiberiumSiloShaft" Type="OBJECT_UPGRADE" Options=""> <UpgradeTemplate>Upgrade_NODTiberiumSiloShaft</UpgradeTemplate> </LogicCommand> and "logic command set" <LogicCommandSet id="NODTiberiumSiloTIBCommandSet"> <Cmd>Command_BUILDNODTiberiumSiloTIB</Cmd> <Cmd>Command_UpgradeNODTiberiumSiloShaft</Cmd> </LogicCommandSet> Edited May 30, 2014 by A-Mod Share this post Link to post
PurpleGaga27 40 Posted June 2, 2014 (edited) Are you using WrathEd or just the C&C3 Mod SDK? If it's the C&C3 Mod SDK, that ButtonSingleStateData and PowerUpgrade defines are not compatible, except KW's WrathEd and RA3 Mod SDK. Edited June 2, 2014 by zocom7 Share this post Link to post
Nmenth 291 Posted June 2, 2014 Are you using WrathEd or just the C&C3 Mod SDK? I use Wrathed Share this post Link to post
PurpleGaga27 40 Posted June 2, 2014 A-Mod, I recommend you post this here: http://www.commandandconquer.com/forums/index.php/forum/121-maps-mods/ Megumi/Lauren and Bibber are most likely there to see it. The guys here know little much about WrathEd. Share this post Link to post
A-Mod 0 Posted June 2, 2014 Zocom7 thanks for answer, I use WrathEd. I look to other scripts and code and don't know why this button don't working. In fact i find Buildings upgrade only in Power Plants. Other buildings have some abilities for units or some special powers. Share this post Link to post
ztz2019 1 Posted January 27, 2015 Maybe you could add the code in Behaviors like this <ProductionUpdate id="ModuleTag_ProductionUpdate" Type="UPGRADE" GiveNoXP="true" /> Share this post Link to post