How to fix Tank Trap Repair Animation
3 Jun 2016, 15:01 PM
#21
Posts: 42
oh lord... I put in a requirement for them to use torch if unit_type was building and if unit_type was tank_traps. I built three tank traps, had the howitzer beat them up a bit, sent the Rear Echelons over to repair, they took out their torches and I was happy. then they started digging with the lit torches and stacking sandbags with the lit torches as well. Where do I go from here?
3 Jun 2016, 15:08 PM
#22
Posts: 42
I just added NOT tank traps to the is building, not vehicle_building requirement. Will see if that works. But honestly they can really do more than one animation at a time? I thought they would just use the first one whoes requirements were met.
3 Jun 2016, 15:44 PM
#23
Posts: 42
Ok, that fixed it. To recap:
1. Added tank_traps to has_unit_type in target_special_validation
2. In action_list ... delayed_actions > requirement_action:
2a. copied the requirement_action that activates blowtorch_state if unit_type is building AND
unit_type is vehicle_building and pasted it in as a new requirement_action,
then changed the vehicle_building unit_type to tank_traps
so essentially it is "building" and it is "tank_traps".
2b. added a required_not requirement to the requirement_action that activates build_shovel_sandbag_state
if the unit_type is building AND the unit_type is NOT vehicle_building.
The new required_not requirement states that the unit_type is NOT tank_traps.
So essentially if it IS a building AND NOT a vehicle_building AND NOT tank_traps then use shovel and
sandbags.
Clear as mud? Thanks again Eli,
Pops
1. Added tank_traps to has_unit_type in target_special_validation
2. In action_list ... delayed_actions > requirement_action:
2a. copied the requirement_action that activates blowtorch_state if unit_type is building AND
unit_type is vehicle_building and pasted it in as a new requirement_action,
then changed the vehicle_building unit_type to tank_traps
so essentially it is "building" and it is "tank_traps".
2b. added a required_not requirement to the requirement_action that activates build_shovel_sandbag_state
if the unit_type is building AND the unit_type is NOT vehicle_building.
The new required_not requirement states that the unit_type is NOT tank_traps.
So essentially if it IS a building AND NOT a vehicle_building AND NOT tank_traps then use shovel and
sandbags.
Clear as mud? Thanks again Eli,
Pops
1 user is browsing this thread:
1 guest
Livestreams
50 | |||||
329 | |||||
33 | |||||
29 | |||||
10 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.611220.735+5
- 3.34957.860+14
- 4.1110614.644+11
- 5.276108.719+27
- 6.306114.729+2
- 7.918405.694+2
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1236
Board Info
726 users are online:
726 guests
0 post in the last 24h
7 posts in the last week
34 posts in the last month
7 posts in the last week
34 posts in the last month
Registered members: 49122
Welcome our newest member, Harda621
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, Harda621
Most online: 2043 users on 29 Oct 2023, 01:04 AM