I have a salvage crate object that is meant just for weapon upgrades. Level and money chances are zero. However, I want vehicles not to pick up the crate if they already have max salvage, and therefore all units that cannot gain salvage too.
The crates have nothing else to give on pickup, but salvaged tanks make them disappear when they run over them (because they are valid pickers and the game logic tries to give them level and money, which have 0 chances).
Maybe as a new parameter so as to preserve vanilla behavior if desired, like PickupOnNoEffect = Yes/No.
Behavior = SalvageCrateCollide ModuleTag_02
ForbiddenKindOf = PROJECTILE HULK INFANTRY STRUCTURE EMP_HARDENED
PickupScience = SCIENCE_GLA
ExecuteFX = FX_SalvageCratePickup ; FXList to play when sucessfully picked up
WeaponChance = 100% ;If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
LevelChance = 0% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level
MoneyChance = 0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an idependant FirstChance
MinMoney = 0 ; If we get money, this is how much we get. Make them different to get a random range.
MaxMoney = 0
End
I have a salvage crate object that is meant just for weapon upgrades. Level and money chances are zero. However, I want vehicles not to pick up the crate if they already have max salvage, and therefore all units that cannot gain salvage too.
The crates have nothing else to give on pickup, but salvaged tanks make them disappear when they run over them (because they are valid pickers and the game logic tries to give them level and money, which have 0 chances).
Maybe as a new parameter so as to preserve vanilla behavior if desired, like
PickupOnNoEffect = Yes/No.