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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
At this point in the tutorial you have a working CommandButton with two prerequisites. The catch is that the CommandButton doesn't appear until you reach the required level. To fix this, we'll be making a fake CommandButton to display when the structure hasn't reached the required level yet. First, make a copy of the CommandButton. I'll be calling it Command_ConstructRohanRohirrimHordeFakeButton.
Then, remove the RequireLevel = 2 line and revert the NeededUpgrade = line to the old Upgrade_StructureLevel2. In essence, we just made a copy of the CommandButton and reverted to the original. Since this fake CommandButton is only going to show up when the structure hasn't reached the required level, we don't need to do anything about the other upgrade. Next: CommandSet editing 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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