Hallo alle zusammen.
Ich habe nach langer Zeit mal wieder ein hoffentlich kleines Problem. Ich habe mich dazu entschieden den Elben im Zuge meiner "Balance-Mod" ein weiteres Upgrade in die Festung zu legen. Im Prinzip soll dieses Upgrade den Elben ermöglichen die Festung und die Festungstürme mit Silberdornpfeilen auszustatten. Ich denke, dass ich soweit fertig bin mit den Änderungen, allerdings wird der neue PurchaseUpgradeButton nicht im Upgrademenu der Festung angezeigt. Ich würde gern wissen wieso aber finde den Fehler nicht selbst.
Hier sind die neu Erstelten Upgrades:
Upgrade Upgrade_ElvenFortressSilverthornMunitions
Type = OBJECT
End
Upgrade Upgrade_ElvenFortressSilverthornMunitionsTrigger
Type = OBJECT
BuildCost = ELVEN_FORTRESS_SILVERTHORN_MUNITION_COST
BuildTime = ELVEN_FORTRESS_SILVERTHORN_MUNITION_BUILD_TIME
ResearchSound = UpgradeSilverThornArrows
DisplayName = UPGRADE:ElvenSilverthornArrows
SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_FORTRESS
End
Dazu der CommandButton + die geänderten Festung Commandbuttons:
CommandButton Command_PurchaseUpgradeElvenFortressSilverthornMunitions
Command = OBJECT_UPGRADE
Upgrade = Upgrade_ElvenFortressSilverthornMunitionTrigger
Options = CANCELABLE
TextLabel = CONTROLBAR:PurchaseUpgradeElvenSilverthornArrows
ButtonImage = BEEregionForge_SilverthornArrows
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:TooltipPurchaseUpgradeElvenSilverthornArrows
Radial = Yes
InPalantir = No
End
CommandButton Command_SelectRevivablesElvenFortress
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectRevivablesElvenFortress
ButtonImage = UCCommon_GoodHeroes
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandSelectRevivablesElvenFortress
Radial = Yes
CommandRangeStart = 14 //Starts its counting at 0, so command button 8 is 7 ;// MOD: SilverthornMunition (war davor 13)
CommandRangeCount = 10
End
CommandButton Command_SelectUpgradesElvenFortress
Command = PUSH_VISIBLE_COMMAND_RANGE
TextLabel = CONTROLBAR:SelectUpgradesElvenFortress
ButtonImage = UCCommon_UpgradeStructureNew
ButtonBorderType = SYSTEM
DescriptLabel = CONTROLBAR:ToolTipCommandSelectUpgradesElvenFortress
Radial = Yes
CommandRangeStart = 6 //Starts its counting at 0, so command button 8 is 7
CommandRangeCount = 8 ;// MOD: SilverthornMunition (war davor 7)
End
Und das neue CommandSet:
CommandSet ModElvenFortressCommandSet
InitialVisible = 6
//Main Menu
1 = Command_ConstructElvenPorter
; 2 = Command_ConstructNoldorWarriorHorde ; Added for BFME2 Expansion
2 = Command_SelectRevivablesElvenFortress
3 = Command_SelectUpgradesElvenFortress
4 = Command_PurchaseNewEagle
6 = Command_Sell
//Improvements
7 = Command_PurchaseUpgradeElvenFortressEnchantedAnvil
8 = Command_PurchaseUpgradeElvenFortressBlessedMist
9 = Command_PurchaseUpgradeElvenFortressCrystalMoat
10 = Command_PurchaseUpgradeElvenFortressSilverthornMunitions ; NEU
11 = Command_PurchaseUpgradeElvenFortressMysticFountains
12 = Command_PurchaseUpgradeElvenFortressEncasingVines
13 = Command_PurchaseUpgradeElvenFortressEaglesNest
14 = Command_RadialBack
//Heroes
15 = Command_RingHeroReviveSlot
16 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero
17 = Command_GenericReviveSlot1 //Revives any hero. Use Slot1-Slot8 and keep them UNIQUE within the same commandset!
18 = Command_GenericReviveSlot2
19 = Command_GenericReviveSlot3
20 = Command_GenericReviveSlot4
21 = Command_GenericReviveSlot5
22 = Command_GenericReviveSlot6
23 = Command_GenericReviveSlot7
24 = Command_RadialBack
End
Alle Knöpfe werden normal angezeigt außer mein neuer Knopf.
d.h. im Upgrade Menu:
- Enchanted Anvil
- Blessed Mist
- Crystal Moat
[Hier müsste ja eigentlich mein neuer Kopf sein]
- Mystic Fountains
- Encasing Vines
- Eagles Nest
- Back
Und im Helden Menu ganz normal alle Helden der Elben.
Ich kann zusätzlich durch testen bestätigen, dass mein neues Commandset auch genutzt wird.
Object ElvenCitadel
// .....
CommandSet = ModElvenFortressCommandSet
// .....
// NEU
Behavior = CastleUpgrade ModuleTag_PassOutSilverthornMunitionsUpgrade
TriggeredBy = Upgrade_ElvenFortressSilverthornMunitionsTrigger
Upgrade = Upgrade_ElvenFortressSilverthornMunitions
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ; I need to react to the upgrade, so I can have it for when new construction asks me for all the upgrades
TriggeredBy = Upgrade_ElvenFortressSilverthornMunitions
End
// ......
End
Ich bedanke mich schonmal für alle Vorschläge
Edit: neue Behavior der Festung aufgeführt
Edit2: Problem gefuden. Und es ist banal ...
Bei meinem CommandButton ist der Name des Upgrades falsch geschrieben. Jup.. das wars