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Showing results for tags 'actor switching'.
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Hi. So in my mod I remove the "wooden defense tower" and just have one defense tower like in earlier alpha. But, it starts out as wood, and in Town Phase (City Phase for Celts) player can upgrade the wooden defense tower to stone defense tower. This use actor replace code in tech. Everything works great except two things -- 1 (most impoertant problem), in the fog of war the stone towers revert back to original wooden tower actor, and 2, when building a new stone tower what rises from the ground is the old wooden actor. Here is the tech: { "genericName": "Stone Towers", "description": ".", "cost": {"food": 0, "wood": 0, "stone": 500, "metal": 0}, "requirements": {"tech": "phase_town"}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_towers.png", "researchTime": 40, "tooltip": "Upgrade wooden defense towers to stone defense towers. +100% health, +100 stone cost. Unlocks Oxybeles Towers.", "modifications": [ {"value": "Cost/Resources/stone", "add": 100}, {"value": "Health/Max", "multiply": 2}, {"value": "VisualActor/Actor", "replace": "structures/hellenes/scout_tower.xml"} ], "affects": ["DefenseTower"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } If you guys are going to show Civic Centers upgrading visual actor with phases, then this is something that should be fix, since that feature will probably use the same or similar kind of tech modification (unless you go really weird and do some kind of entity promotion).
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- fog of war
- actor switching
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