Stygs
11-28-2011, 08:48 PM
Hi there, I have run into another anying problem with TWA:
I am trying to add some kind of KW epic (Hexapod) to TW - the basic outline works, but unlike KW, I want it affected by wepon upgrades.
Basicly, if I put a unit (Shock Trooper) into the Hexapod it should use a basic laser and switch to plasma disks after they have been purchased.
First, I tried this: (the upgrade is given when the units enter the Hexapod while the Status is triggered by the plasma disk upgrade)
<Weapon
Ordering="PRIMARY_WEAPON"
Template="AlienShockTrooperPulseCannonWeaponRM"
Upgrade="Upgrade_HexaSlot2_Discs" />
<Weapon
Ordering="PRIMARY_WEAPON"
Template="AlienShockTrooperPlasmaCannonTEST"
Upgrade="Upgrade_HexaSlot2_Discs"
ObjectStatus="WEAPON_UPGRADED_01" />
Didnt work - the unit ignored the ObjectStatus and fired the ugraded weapon whenever it felt like it as soon as the shock trooper entered the hexapod.
Then I added "RequiredFiringObjectStatus="WEAPON_UPGRADED_01"" into the upgraded weapon, resulting in the opposite - the weapon are fired from all slots, even the ones that where technicly empty.
Any other idee how I can solve that? kinda running out of ideas here...
EDIT: I just realized that the Hexapod never seems to use the default laser weapon, that might be the source of the whole problem.
I am trying to add some kind of KW epic (Hexapod) to TW - the basic outline works, but unlike KW, I want it affected by wepon upgrades.
Basicly, if I put a unit (Shock Trooper) into the Hexapod it should use a basic laser and switch to plasma disks after they have been purchased.
First, I tried this: (the upgrade is given when the units enter the Hexapod while the Status is triggered by the plasma disk upgrade)
<Weapon
Ordering="PRIMARY_WEAPON"
Template="AlienShockTrooperPulseCannonWeaponRM"
Upgrade="Upgrade_HexaSlot2_Discs" />
<Weapon
Ordering="PRIMARY_WEAPON"
Template="AlienShockTrooperPlasmaCannonTEST"
Upgrade="Upgrade_HexaSlot2_Discs"
ObjectStatus="WEAPON_UPGRADED_01" />
Didnt work - the unit ignored the ObjectStatus and fired the ugraded weapon whenever it felt like it as soon as the shock trooper entered the hexapod.
Then I added "RequiredFiringObjectStatus="WEAPON_UPGRADED_01"" into the upgraded weapon, resulting in the opposite - the weapon are fired from all slots, even the ones that where technicly empty.
Any other idee how I can solve that? kinda running out of ideas here...
EDIT: I just realized that the Hexapod never seems to use the default laser weapon, that might be the source of the whole problem.