Lair Posted August 15, 2010 Share Posted August 15, 2010 is there a way to change the LWS files a building uses when it has been upgraded? Link to comment Share on other sites More sharing options...
Cirevam Posted August 16, 2010 Share Posted August 16, 2010 Even though buildings have levels, they don't have the special binary levels that vehicle do. Buildings have level 0, level 1, level 2... while vehicle have level 0000, level 0001, level 0010... so I don't think we could just mount another LWS onto a building when it's upgraded. I haven't tried it personally, mainly because I can't figure out how I would define what upgrades happen at each level. Link to comment Share on other sites More sharing options...
Amauros Posted August 16, 2010 Share Posted August 16, 2010 If you look at the gunstation AE, it has a Level0000 binary. Level0001 is for when it's upgraded to a dual laser, that lines up with the drill upgrades used for vehicles. Link to comment Share on other sites More sharing options...
Cirevam Posted August 16, 2010 Share Posted August 16, 2010 Oh yeah. Duh. I've no clue why I didn't remember that especially since I was even messing around with Gunstation upgrades a while ago. Man my memory is going. I think it's safe to say that this is the confirmed way to do it for one level. For two levels it might want the number 2 in binary. Thanks Amauros. Link to comment Share on other sites More sharing options...
Amauros Posted August 16, 2010 Share Posted August 16, 2010 Yep, I assume the binaries are the same,but since buildings don't upgrade via upgrade station, I don't know what would happen if you used the various binaries (cargo, scanner, engine, drill). It's possible it may upgrade in order if you do it in sequence (instead of a tree). E.g. Level0000, Level0001, Level0101, Level0102, Level0202, Level0203 (assuming I got the right numbers, this might upgrade your base in sequential order to add drill/lasers and alternate to upgrade the scanner). The other possibility is that using more than one upgrade type will cause the game to crash on load/upgrade. Link to comment Share on other sites More sharing options...
Lair Posted August 16, 2010 Author Share Posted August 16, 2010 What about just changing the entire building upon upgrade (which means awquardly that the explode animations would have to have 2 entries)...? And by that I mean the geodome. Which I fixxed the explode animation for. And the old explode animation is what I ment. Link to comment Share on other sites More sharing options...
Cirevam Posted August 16, 2010 Share Posted August 16, 2010 What about just changing the entire building upon upgrade (which means awquardly that the explode animations would have to have 2 entries)...? What I would do is have a building_null where the main building is mounted. Then you make the scenes for each building that can be mounted onto the base. In the AE, level 0000 mounts a certain building onto the base, and level 0001 mounts a different one. When animating the explosion, just have the building_null fly around and the building that is currently mounted should stay the same and will fly around with the null. Link to comment Share on other sites More sharing options...
Amauros Posted August 16, 2010 Share Posted August 16, 2010 It would be pretty sweet to see the scanner on the geo-dome rotate around, and with each upgrade adds new and/or bigger dishes to it. Link to comment Share on other sites More sharing options...
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