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Old November 21st, 2006, 11:09 PM
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Noble713 Noble713 is offline
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Default Re: Unit Launch options

From the chat interview a few weeks ago:
Quote:
[20:03] Combat_Wombat: Noble713 asks: Any possibility of removing hard-coded component limitations, such as only one Afterburner per fighter effective?

[20:04] Malfador: Its not so much a hard-coded limitation. Its more of a Min function on the ability type. So that 2 afterburners don't give you double the effect.
Anyone come up with any work-arounds that will enable stackable afterburners? I haven't been able to find a way of changing the "Min function on the ability type" that Aaron mentions. I tried using Get_Design_Ability_Total and an AI Tag to set the combat movement generated by each component = to the total number of engines. I added this ability to both the individual engine components and to the vehicle hulls themselves and neither worked.

It's really annoying b/c I've used Get_Design_Ability_Total in both files before and it has worked (component-based crew AI Tag, and a hull requirement of having sufficient crew quarters/life support for the crew AI Tag).
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