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Register and log in to move these advertisements down CommandButtons dependent on multiple upgradesThis tutorial is currently hidden from the public. Tutorial for BFME, BFME 2, ROTWK
Most of the functionality can be fixed with a couple of tweaks to the existing CommandButton. First, go to the CommandButton for the unit or power you're editing. For the purposes of this tutorial, I will be working with the Rohirrim.
The code above shows the Construct Rohirrim CommandButton with a prerequisite of a Rank 2 Stables. If you only wanted your unit to depend on one upgrade, this is what your CommandButton would look like. However, since we want two upgrades for our unit, we're not done. It should also be noted that simply adding another upgrade to the NeededUpgrade line will not work (e.g. NeededUpgrade = Upgrade_StructureLevel2 Upgrade_RohanHorseLords) What you need to do for this part of the process is change the CommandButton as follows.
Replace Upgrade_RohanHorseLords with your upgrade and RequireLevel = 2 with whatever level you want your unit to become available at. In the above code, I added the line RequireLevel = 2 to set a required level. This freed up the NeededUpgrade = line for my new upgrade. As of right now, the CommandButton works as soon as your building reaches rank 2, but until then the button is invisible. If you're OK with that, then you can stop here. It works. But if you'd like to be able to have the button show up disabled when the prerequisite level isn't met, then you should continue. Next: Adding a fake CommandButton CommentsDisplay order: Newest first Rob38 (Team Chamber Member) - Friday August 27, 2010 - 19:17 Illuvatar is right. You made it way too complex. ;) Marioverraeter - Friday July 2, 2010 - 2:59 Ah, I see what you mean. Well, in fact, in the meantime I figured out both this one and another option that add to each other in there use. Illuvatar - Wednesday June 9, 2010 - 3:12 Marioverraeter: Well, in the case that I used it, I wanted a unit to reach a certain level as well as purchase a technology from a research building before it could attain a power I wanted it to have (you could think of it as purchasing an upgrade like Forged Blades but having to be level 2 or something). So in the power's unpause behavior block I put two upgrades in the TriggeredBy field: the level upgrade (object_level#) and the technology upgrade. Then you add the line I posted earlier so that it needs both triggers. See what I mean? Marioverraeter - Sunday May 16, 2010 - 9:01 Interesting. In deed, this is exactly one problem I am bothering with at the time. Illuvatar - Sunday April 25, 2010 - 0:06 Uh... to shorten this tutorial up to about two sentences: You only need to put both upgrades in the TriggeredBy field in the behavior block (most likely in the unit ini file). Then just add the following field:
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