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#1
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If u have an archer can u upgrade him into a crossbowman or longbowman and the same with other units like swordsman to two-handers or spearman to pikes
__________________
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#2
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Dude you seriously need to search for these answers. This has been talked about already.
Go to "Search" and type in the subject you want to know about. If its been talked about (Which most things have) It will come up. |
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#3
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No. Easily doable with a bit of scripting in your own scenario or unit, though.
![]() Example: Code:
var Button = Self:AddActioner("ToCrossbow")
Button.Details = "Upgrade to Crossbowman"
Button.ExtendedDetails = "200 Experience required."
Button.Icon = "Icons/crossbowman"
Button.Func=function (Self,MButton)
if Self.Experience>=200 then
var Crossbow=Self:NewObjectRelative({0,0,0},0,0,0,0,"Men-Units-Crossbowman")
ReplaceSelectedUnit(Self,Crossbow)
Self:Remove()
elseif Self.Experience<200 then
NotifyPlayer(200-Self.Experience.." experience required to upgrade to crossbow")
end
This is but an example of how easy it will be for users to drastically change the game with a small bit of editing. |
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#4
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sorry sir im sure its easy for you because its what you do, but i see that and i look like this dood
then after that i look like ![]() |
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#5
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Thats exactly what I was thinking. But as long as the tutorial explains all I need I'll be good.
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#6
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I understand it, it's just a case of being able to come up with those kind of codes which will be difficult. Maybe experience with some .ini has helped
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__________________
There is a wealth of old topics with useful and unique information - your question may already have been answered! |
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#7
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i understand most of it, but dont expect me to find that on my own
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__________________
Raving > Forum admins > you ;)
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#8
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LUA is quite easy and limitless when you get used to it, and we will have lots of reference for you and yea we do have a index for everything and such, might be confusing for the young people but its quite a basic language. They even refer some other easy languages with a quota of "Its as easy as LUA!"
![]() if Self.Experience>=200 then -- if your unit has over 200 xp then this section runs var Crossbow=Self:NewObjectRelative({0,0,0},0,0,0,0,"-Men-Units-Crossbowman") -- spawns a crossbowman on the same location and rotation of the parent unit that has the button ReplaceSelectedUnit(Self,Crossbow) -- selects the old parent unit AND the new crossbowman. Self:Remove() -- removes the parent unit that had the button. ( and unselects it) elseif Self.Experience<200 then -- if your unit does not have over 200 xp then this section runs NotifyPlayer(200-Self.Experience.." experience required to upgrade to crossbow") -- displays message saying you do not have enough and how much you need. end -- ends the function.
__________________
Joseph B. Visscher - JBV3737 Bugs aren't the problem, figuring out how to fix them is. |
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#9
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Wow, nice script. So easy a caveman can do it.
__________________
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#10
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...
... ... guess im screwed and should go back to my cave![]() |
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