Better Ranged Counted Multi Tech Gadget
Posted: 19 Jul 2012, 01:31
Or aka the teching gadget.
I have a problem, and I've spent all day on this. I need to allow defensive turrets with power requirements to be queued up, however, without the power they need to be disabled (this is what happens now).
I have tried in many ways to do this, and also with zwzsg's help to some extent, but every solution breaks another part of the gadget.
Could someone please look into it and figure out how to get it working? I have spent 5 hours on it so far today and hit nothing but dead ends.
Also, the solution may seem easy, but make sure that you haven't disabled the tech requirement of units built from a factory with the easy solution. (This is the most common occurrence).
I am at my wits end with this.
Here is the gadget: http://pastebin.com/ALCujv1Z
Names of units I want to give the exception to are:
elightturret2
eheavyturret2
eaaturret
Evolution RTS Source is here: http://www.source.evolutionrts.info
I have a problem, and I've spent all day on this. I need to allow defensive turrets with power requirements to be queued up, however, without the power they need to be disabled (this is what happens now).
I have tried in many ways to do this, and also with zwzsg's help to some extent, but every solution breaks another part of the gadget.
Could someone please look into it and figure out how to get it working? I have spent 5 hours on it so far today and hit nothing but dead ends.
Also, the solution may seem easy, but make sure that you haven't disabled the tech requirement of units built from a factory with the easy solution. (This is the most common occurrence).
I am at my wits end with this.
Here is the gadget: http://pastebin.com/ALCujv1Z
Names of units I want to give the exception to are:
elightturret2
eheavyturret2
eaaturret
Evolution RTS Source is here: http://www.source.evolutionrts.info