31.07.2006, 10:24:40
(This post was last modified: 31.07.2006, 10:31:04 by Bobingabout.)
CnCVK Wrote:maybe you miss-understood what PrerequisiteMisc##= is, because it should be the easiest of the 3.Quote:AlternatePrerequisite##= PrerequisiteMisc##=You want what I will add DynamicVector<DynamicVector<BuidingType*>>?!
And it can slow down game engine (But can and no)
First I want to release NegativePrerequisite because it rather simple to add
(Copy one function, change some jmps and add loading list stuff)
PrerequisiteMisc##= is suposed to be a bunch of clones of the existing PrerequisitePower=GAPOWR,NAPOWP,NANRCT,YAPOWR tag (in the [General] section) that when you say Prerequisite=POWER on a building(or any kind of unit), it requires ANY power plant to be built.
there is also PROC for ore refineries, FACTORY for war factories, BARRACKS for barracks and RADAR for radars, and TECH for battle labs. with a special case ProcAlternate for the slave miner. I'm pretty sure in TS:FS there was 2 for the mobile war factories, GDIFACTORY and NODFACTORY.
we wanted NAVAL and CONST at first, but a PrerequisiteMisc##= that would allow for far more costomisations. for example have a PrerequisiteMisc01=GACNST,NACNST,YACNST would map MISC01 to GACNST or NACNST or YACNST.
so instead of having Prerequisite=POWER and getting an NCO bug if you don't own a construction yard, you can now say Prerequisite=MISC01,POWER. and this will require ANY construction yard and ANY powerplant to be built.
i have a much more complex system planned out for my mod, which would require several dozon of these clones. an AlternatePrerequisite##= tag would be a lot easer for my mod to use, but not as easy to hack in.