No unlocking Specials

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Recon Trooper
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No unlocking Specials

Post by Recon Trooper »

How do you make it that when you start the battle you can automatically be a special soldier?
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Fiodis
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Re: No unlocking Specials

Post by Fiodis »

ODF property. PointsToUnlock = "0".
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Re: No unlocking Specials

Post by fiddler_on_the_roof »

you can either use the fake console command "remove poit limits"
or in the lua, add

Code: Select all

SetClassProperty("your_unit" "PointsToUnlock", 0)
(or something close to that)
Recon Trooper
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Re: No unlocking Specials

Post by Recon Trooper »

Where do you put it in the lua. I put it under setmemorypool and it had an error.
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Ka-Ching
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Re: No unlocking Specials

Post by Ka-Ching »

i'd try under this:

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1,4},
engineer = { "rep_inf_ep3_engineer",1,4},
sniper = { "rep_inf_ep3_sniper",1,4},
officer = {"rep_inf_ep3_officer",1,4},
special = { "rep_inf_ep3_jettrooper",1,4},

or somewhere near this this:

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_obiwan")
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Re: No unlocking Specials

Post by myers73 »

no its not.

it goes here:
Hidden/Spoiler:
function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

SetClassProperty("your_unit" "PointsToUnlock", 0)

end
correct me if im wrong
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Re: No unlocking Specials

Post by AQT »

@Recon Trooper: If this is for your Imperial side mod, I suggest you just edit the unit(s)' ODF as Fiodis pointed out.
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Re: No unlocking Specials

Post by Recon Trooper »

I know what to do now...

In soldier.odf you write what fiodis said...
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[RDH]Zerted
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Re: No unlocking Specials

Post by [RDH]Zerted »

myers73 wrote:correct me if im wrong
Both places would have worked. It goes any time after the unit class has been read in. However, the ODF file changes are the preferred way of doing it.
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