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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
If you run the game now you'll notice the fake button doesn't switch out when you reach the required level. To do this you need to add a behavior to the structure's code.
This behavior changes the CommandSet of the Stables once it reaches Rank 2, thus switching from the fake button to the real one, which should now show up since it meets the required level. That's it. You now have a CommandButton that is properly dependent on a rank as well as another upgrade. 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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