Madin 11 Posted November 4, 2015 GettingBuiltBehavior I am wondering if this module works and would still be able to allow a structure to rebuild itself? GiveUpgradeUpdate Does this concern the object using this update transferring its upgrades to something else? I could not make sense of it from a search online of BFME inis <xs:complexType name="GiveUpgradeUpdateModuleData"> <xs:complexContent> <xs:extension base="SpecialAbilityUpdateModuleData"> <xs:sequence></xs:sequence> <xs:attribute name="GiveUpgradeEffect" type="FXListRef" /> <xs:attribute name="SpawnOutFX" type="FXListRef" /> <xs:attribute name="FadeOutSpeed" type="SageReal" default="0.025" /> <xs:attribute name="DeliverUpgrade" type="SageBool" default="false" /> </xs:extension> </xs:complexContent> </xs:complexType> HighlightReachableTargetsSpecialAbilityUpdate I could not find any information on this module at all. Does anyone know how it works? Does it work in conjunction with other support powers (hence the 'Moduleid' attribute?). <xs:complexType name="HighlightReachableTargetsSpecialAbilityUpdateModuleData"> <xs:complexContent> <xs:extension base="SpecialAbilityUpdateModuleData"> <xs:sequence></xs:sequence> <xs:attribute name="HighlightFX" type="FXListRef"/> <xs:attribute name="ModuleId" type="Poid" xas:refType="ModuleData"/> </xs:extension> </xs:complexContent> </xs:complexType> Thanks for any information! Share this post Link to post
Lauren 78 Posted November 4, 2015 GettingBuiltBehavior: Dunno if it works but if not there's also the RebuildHoleBehavior. (Structure uses the RebuildHoleExposeDie which spawns the hole which then has the RebuildHoleBehavior doing the rebuild, the hole can be reused as the rebuilt object is set by the RebuildHoleExposeDie). GiveUpgradeUpdate: In BFME it was planned that instead of upgrading just the squad a "porter" would be built, which has the upgraded weapons/armor on its cart (having a GrantUpgradeCreate with the unit upgrade, or upgraded near your buildings) which then walks up to the selected squad and delivers the given upgrade to it. So all unit upgrades of the "porter" unit are transferred to the target. HighlightReachableTargetsSpecialAbilityUpdate This should spawn an fx on every unit in range of the update module pointed to by ModuleId, though my experiments with it failed I cannot with certainty say that it's broken, I made these experiments around 2008 and might have missed something. Though I'd guess it's a module they never bothered to finish. 1 Share this post Link to post
Stygs 25 Posted November 4, 2015 (edited) 1. No idea 2. See Laurens post. 3. Feels like I saw it once (maybe in one for Deezires mods for Gen or BFME) but no idea if it still works. The fact that it refers to ModuleId instead of Meduletag shows that they did atleast some work on it. Edited November 4, 2015 by Stygs 1 Share this post Link to post