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Old December 5th, 2006, 11:23 AM
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Default ComponentEnhancement.txt Knowledge Base Thread

As work on my TC continues I find new challenges which lack examples in the few mods and single other TC out at this time. Yes these are the early days (for those reading this years from now) and most of the work I am doing seems to groundbreaking for SE5. Not that I am saying I’m the first one to think of this stuff. No, that would be very conceited and that is not me! I just appear to be the first one posting info on it. So what have I gone and done now?

If you are building a component enhancement (mount) which you only want to affect certain weapons (or non-weapon) components here is how you need to set it up:

Code:

Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Describe what components this affects.
Requirement 1 Formula := Does_Component_Have_Ability("AI Tag 01")



This is obviously an edited version of what I was trying to accomplish. So let me describe my dilemma. I wanted to create a component enhancement that would only work on certain weapons. I couldn’t use the Get_Component_Weapon_Type() =”?” because I didn’t want it to affect all of the weapons of the types in question. Yes two types can be done very easily so I won’t bore you with the how… By giving the weapons I want affected the AI Tag 01 ability the mount will only work in them and poof problem solved. An example of the AI Tag 01 ability maybe:

Code:

Number Of Abilities := 1
Ability 1 Type := AI Tag 01
Ability 1 Description :=
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 0
Ability 1 Amount 2 Formula := 0



The AI Tag ability can range from 01 to 20. To the best of my knowledge no one has tested outside this range.
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