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someguy11

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How can the Master Computer Countermeasures specialpower be moved from the Temple to the sidebar?

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First, change the Command_ComputerCounterMeasures's property from UnitAbilityButtonTemplate to PlayerPowerButtonTemplate;

then, open Your mod's Xml\System\PlayerSpellBook.xml, and add.....

<PlayerPowerManager
id="ModuleTag_ComputerCounterMeasures"
SpecialPowerTemplate="SpecialPowerComputerCounterMeasures" />

.... in a suitable place.

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First, change the Command_ComputerCounterMeasures's property from UnitAbilityButtonTemplate to PlayerPowerButtonTemplate;

 

Could you go into more detail on how to do that?

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Change
<SpecialPowerButton
Id="Command_ComputerCounterMeasures">
<State
Image="Button_PlayerPowerComputerCountermeasures"
Title="NAME:PlayerPowerComputerCounterMeasures"
TypeDescription="TYPE:PlayerPowerComputerCounterMeasures"
Description="DESC:PlayerPowerComputerCounterMeasures" />
</SpecialPowerButton>

to

<PowerButton
id="SpecialPowerComputerCounterMeasures">
<State
Image="Button_PlayerPowerComputerCountermeasures"
Title="NAME:PlayerPowerComputerCounterMeasures"
TypeDescription="TYPE:PlayerPowerComputerCounterMeasures"
Description="DESC:PlayerPowerComputerCounterMeasures" />
</PowerButton>

then, open Your mod's Xml\System\PlayerSpellBook.xml, and add.....

<PlayerPowerManager
id="ModuleTag_ComputerCounterMeasures"
SpecialPowerTemplate="SpecialPowerComputerCounterMeasures" />

after <!-- NOD powers --> ,and remove NODTempleOfNODCommandSet's ComputerCounterMeasures button

Edited by ztz2019

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After making the changes and attempting to compile, I get the following error

 

"Critical Error: ButtonComputerCounterMeasures.Data has less than 1 PlayerPowerButtonTemplateDataRef elements"

 

 

attached - the modded xml

PlayerPowerButtonTemplate.xml

Edited by someguy11

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This is TiberiumVibrationScan's code from KW's staticstream.big checked by Wrathed. See what you missed. And you'd better avoid the new Playerpowerbutton's name is the same as original UnitAbilityButton.

    <PlayerPowerButtonTemplate
        id="ButtonTiberiumVibrationScan"
        SpecialPower="SpecialPower_TiberiumVibrationScan">
        <Data>
			<Power
				StateData="ButtonStatePlayerPowerTiberiumVibrationScan"/>
		</Data>
	</PlayerPowerButtonTemplate> 
	
	<ButtonSingleStateData
        id="ButtonStatePlayerPowerTiberiumVibrationScan">
        <State
            Image="Button_PlayerPowerTiberiumVibrationScan"
            Title="NAME:PlayerPowerTiberiumVibrationScan"
            Description="DESC:PlayerPowerTiberiumVibrationScan"
            TypeDescription="TYPE:PlayerPowerTiberiumVibrationScan" />
    </ButtonSingleStateData>

	<LogicCommand 
		id="Command_TiberiumVibrationScan" 
		Type="SPECIAL_POWER" Options=""> 
		<SpecialPower>SpecialPower_TiberiumVibrationScan</SpecialPower> 
	</LogicCommand>
	<PlayerPowerManager
		id="ModuleTag_PlayerPowerManager_Reaper17TiberiumVibrationScan"
		SpecialPowerTemplate="SpecialPower_Reaper17TiberiumVibrationScan"
	/><!--from PlayerSpellBook.xml--> 

 

If you still cause crash, I've no idea, either. Since Wrathed seems not claimed playerpower without target's entry, I just search xsd and try to write like this.

Edited by ztz2019

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