Egozi44 28 Posted December 15, 2017 (edited) So I have some thing I want to do and my issue is with the cooldown I added some ability to structure, the ability have cooldown and can't be pressable till some upgrade will be present, however the cooldown will begin regardless of the set conditions, Sure it won't be pressable but it will keep load the ability till you get the upgrade and then you can active the ability right away, I don't want it to be this way, Is there any way to make the ability's cooldown to Wait till you get the upgrade? UnpauseSpecialPowerUpgrade in the gameobject behavior or forbidden upgrade in the special power xml don't work (I mean they are but not for the cooldown) Edited December 15, 2017 by Egozi44 Share this post Link to post
Egozi44 28 Posted December 15, 2017 (edited) Maybe "StartsPaused= "true" will help here? or it will just cause it to be paused forever? xD Edit... yup seem like it paused forever... Dx Edited December 15, 2017 by Egozi44 Share this post Link to post
Ravendark 46 Posted December 15, 2017 try startspaused but use the unpausespecialpowerupgrade module to trigger it. Additionaly add ObeyRechageOnTrigger= true to the unpausepsecialpower. Try that. Share this post Link to post
Egozi44 28 Posted December 16, 2017 (edited) 13 hours ago, Ravendark said: try startspaused but use the unpausespecialpowerupgrade module to trigger it. Additionaly add ObeyRechageOnTrigger= true to the unpausepsecialpower. Try that. Didn't work :/ That what I did: <UnpauseSpecialPowerUpgrade id="0x4A45D5R05A66" Permanent="True" SpecialPowerTemplate="SpecialPowerBlaBla" ObeyRechageOnTrigger="True"> <TriggeredBy>Upgrade_RareCrate</TriggeredBy> </UnpauseSpecialPowerUpgrade> <SpecialPower id="0xCCBE6448EE" SpecialPowerTemplate="SpecialPowerBlaBla" AvailableAtStart="False" StartsPaused="true" UpdateModuleStartsAttack="True"> <AttributeModifierAffects Rule="UNPARSED"/> <RequirementsFilterMP Rule="UNPARSED"/> <RequirementsFilterStrategic Rule="UNPARSED"/> </SpecialPower> I think I came up with a better idea though, how about replacing the button with upgrade button? I need it to spawn a unit from the structure though (but not the same way as product/train it) Is there any OCL code that can trigger after X upgrade been activated? Or maybe FireWeaponNugget that will trigger from the upgrade and will have OCL instead, (I also hope the upgrade will work with the upgrade object code so it won't effect other structures... or else I will need to have 9 different upgrades ids Dx) I can tell the unit to disable the upgrade upon death and it will crate loop (hopefully... cause if the upgrade button will decide it stop being pressalbe after the upgrade been purchased I screwed...) Edit I found CreateObjectNugget which also have RequiredUpgrade in the definitions, however since I never used it before on a unit I don't sure how to add it to gameobject's behavior code... Edited December 16, 2017 by Egozi44 Share this post Link to post
Lauren 78 Posted December 18, 2017 How do you even come up with these ids? Share this post Link to post
Egozi44 28 Posted December 19, 2017 The blabla ones aren't the real id, the numbers and letters are what WED extracted Share this post Link to post
Lauren 78 Posted December 21, 2017 What weird version of WE do you have that it magically creates a 40bit integer out of a 32bit one? Share this post Link to post
Egozi44 28 Posted December 22, 2017 buggy 1.08 WED also randomly does it to random things Share this post Link to post