Campaign starting tech
Campaign starting tech
Hey,
I was messing with the stats, so have added some new structures and stuff.
I found the script that activates the technology for cam2 and 3 but not cam1. Where can I find this? Or is there not one?
Btw, I'm talking about v1.10. Not the newer ones.
If you're talking about 1.10, put it in the right forum. Moved to 1.10.
I was messing with the stats, so have added some new structures and stuff.
I found the script that activates the technology for cam2 and 3 but not cam1. Where can I find this? Or is there not one?
Btw, I'm talking about v1.10. Not the newer ones.
If you're talking about 1.10, put it in the right forum. Moved to 1.10.
Re: Campaign starting tech
You don't start with any tech in campaign 1. Of course there's nothing to activate. o_O
Re: Campaign starting tech
Machine gun?
Re: Campaign starting tech
That's a weapon, not a tech. Other things that are not techs: truck, viper, wheels, command center, factory, research facility, power generator, oil derrick, demolish structure.
MG is only a tech in multiplayer.
MG is only a tech in multiplayer.
Re: Campaign starting tech
And where are those defined as available without any research?Zarel wrote:That's a weapon, not a tech. Other things that are not techs: truck, viper, wheels, command center, factory, research facility, power generator, oil derrick, demolish structure.
Re: Campaign starting tech
Just what I was thinking.
They're obviously in the db, and enabled in a script somewhere.
They're obviously in the db, and enabled in a script somewhere.
Re: Campaign starting tech
They're enabled directly in the scripts.13KukYNexus666 wrote:And where are those defined as available without any research?
Re: Campaign starting tech
Yes. so.. which script?
Re: Campaign starting tech
...I don't know.
Re: Campaign starting tech
Well that's really surprising.. haha
I've done some digging around. They're in basic.slo and .vlo I believe.