do
local oldModBlueprints = ModBlueprints
function ModBlueprints(all_bps)
oldModBlueprints(all_bps)
#UEF
#hovertank
if all_bps.Unit.uel0203 then
table.removeByValue(all_bps.Unit.uel0203.Categories, 'TECH2'),
table.insert(all_bps.Unit.uel0203.Categories, 'TECH1'),
table.insert(all_bps.Unit.uel0203.Categories, 'BUILTBYTIER1FACTORY'),
end
#medium tank
if all_bps.Unit.uel0201 then
table.removeByValue(all_bps.Unit.uel0201.Categories, 'TECH1'),
table.removeByValue(all_bps.Unit.uel0201.Categories, 'BUILTBYTIER1FACTORY'),
table.insert(all_bps.Unit.uel0201.Categories, 'TECH2'),
end
#heavy tank
if all_bps.Unit.uel0202 then
table.removeByValue(all_bps.Unit.uel0202.Categories, 'TECH2'),
table.removeByValue(all_bps.Unit.uel0202.Categories, 'BUILTBYTIER2FACTORY'),
table.insert(all_bps.Unit.uel0202.Categories, 'TECH3'),
end
if all_bps.Unit.uel0103 then
table.insert(all_bps.Unit.uel0103.Categories, 'VEHICLE',),
end
end
Statistics: Posted by CrazyDutchReaper — 24 Jul 2015, 21:40
Statistics: Posted by The Mak — 24 Jul 2015, 16:29
do
local oldModBlueprints = ModBlueprints
function ModBlueprints(all_bps)
oldModBlueprints(all_bps)
end
# UEF
#hovertank
table.remove(all_bps.Unit.uel0203.Categories, 'TECH2'),
table.insert(all_bps.Unit.uel0203.Categories, 'TECH1'),
table.insert(all_bps.Unit.uel0203.Categories, 'BUILTBYTIER1FACTORY'),
#medium tank
table.remove(all_bps.Unit.uel0201.Categories, 'TECH1'),
table.remove(all_bps.Unit.uel0203.Categories, 'BUILTBYTIER1FACTORY'),
table.insert(all_bps.Unit.uel0201.Categories, 'TECH2'),
#heavy tank
table.remove(all_bps.Unit.uel0203.Categories, 'TECH2'),
table.remove(all_bps.Unit.uel0203.Categories, 'BUILTBYTIER2FACTORY'),
table.insert(all_bps.Unit.uel0203.Categories, 'TECH3'),
Statistics: Posted by CrazyDutchReaper — 24 Jul 2015, 10:50
datim wrote:
But i have another question, a few attempts earlier i had done it like this, but i also had a lua file into the main folder, that didn't work however. So if you have a lua folder in your hook folder, you cannot have another lua folder in the main folder?
datim wrote:
Also, with the mod_units_UEF.bp , i tried to change the tech level of a unit, however i noticed that i need to use destructive hooking to fix this. Does this mean that i need to have the modunits folder in the hook folder as well? Or, in this case, can i have 2 modunits folders with one of them in the hook (and different name ofcourse) and one of them in the main folder?
Categories = {
'PRODUCTSC1',
'SELECTABLE',
'BUILTBYTIER1FACTORY',
'BUILTBYTIER2FACTORY',
'BUILTBYTIER3FACTORY',
'CYBRAN',
'MOBILE',
'NAVAL',
'TECH1',
'DIRECTFIRE',
'ANTIAIR',
'ANTIMISSILE',
'SUBMERSIBLE',
'VISIBLETORECON',
'RECLAIMABLE',
'T1SUBMARINE',
'OVERLAYSONAR',
'OVERLAYANTINAVY',
'OVERLAYDIRECTFIRE',
},
do
local oldModBlueprints = ModBlueprints
function ModBlueprints(all_bps)
oldModBlueprints(all_bps)
if all_bps.Unit.xsl0309 then
local units_SCU = {
'ual0301',
'uel0301',
'url0301',
'xsl0301',
}
for scuid, buildcat in units_SCU do
if all_bps.Unit[scuid] then
local units_SCU = {
ual0301 = 'BUILTBYTIER4COMMANDER AEON',
uel0301 = 'BUILTBYTIER4COMMANDER UEF',
url0301 = 'BUILTBYTIER4COMMANDER CYBRAN',
xsl0301 = 'BUILTBYTIER4COMMANDER SERAPHIM',
}
for scuid, buildcat in units_SCU do
if all_bps.Unit[scuid] then
for unitid, unitbp in all_bps.Unit do
for k, cat in unitbp.Categories do
if cat == 'HOVER' then
table.removeByValue(all_bps.Unit.uel0106.Categories, 'TECH1')
table.removeByValue(all_bps.Unit[unitid].Categories, 'TECH1')
table.removeByValue(all_bps.unitbp.Categories, 'TECH1')
table.insert(all_bps.Unit.uel0106.Categories, 'TECH2')
table.insert(all_bps.Unit[unitid].Categories, 'TECH2')
table.insert(all_bps.unitbp.Categories, 'TECH2')
datim wrote:
Thanks again and i will definietly look into 'BlackOps Unleashed Balance Changes'.
Statistics: Posted by The Mak — 22 Jul 2015, 20:35
Statistics: Posted by CrazyDutchReaper — 22 Jul 2015, 13:39
Weapon = {
{},
{
DamageType = 'D_UEF_Machinegun',
},
{},
{},
},
Weapon = {
{
DamageType = 'D_UEF_Machinegun',
},
{
DamageType = 'D_UEF_Machinegun',
},
{
DamageType = 'D_UEF_Machinegun',
},
{
DamageType = 'D_UEF_Machinegun',
},
},
Statistics: Posted by The Mak — 22 Jul 2015, 00:44
Statistics: Posted by CrazyDutchReaper — 21 Jul 2015, 23:23
armordefinition = {
#UEF Land
{ # Damage Type Name UEF Machinegun
'D_UEF_Machinegun',
# Armor Definition
'Normal 1.0',
},
{ # New Armor Type Name UEF MediumTank
'A_UEF_MediumTank',
# Armor Definition
'D_UEF_Machinegun 0.01',
},
}
#uef,
UnitBlueprint {
Merge = true,
BlueprintId='uel0106', # mech marine attack change
Weapon =
{
DamageType = 'D_UEF_Machinegun',
},
}
#uef,
UnitBlueprint {
Merge = true,
BlueprintId='uel0201', # ma12 striker armor change
Defense =
{
ArmorType = 'A_UEF_MediumTank',
Health = 900,
MaxHealth = 900,
},
}
Statistics: Posted by CrazyDutchReaper — 21 Jul 2015, 19:20