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
![]() |
![]() |
![]() |
18 | ||
![]() |
![]() |
![]() |
6 | ||
![]() |
![]() |
![]() |
2 | ||
![]() |
![]() |
![]() |
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.43163.872+9
- 2.59482.879+8
- 3.800454.638-1
- 4.13044.747+4
- 5.286162.638+4
- 6.371253.595+7
- 7.313114.733+9
- 8.17951.778+2
- 9.17773.708+3
- 10.371284.566-1
Replay highlight
VS
-
cblanco ★
-
보드카 중대
-
VonManteuffel
-
Heartless Jäger

Einhoven Country

Honor it
14

Download
1357
Board Info
357 users are online:
357 guests
1 post in the last 24h
10 posts in the last week
72 posts in the last month
10 posts in the last week
72 posts in the last month
Registered members: 53347
Welcome our newest member, livescoreukcom
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, livescoreukcom
Most online: 2043 users on 29 Oct 2023, 01:04 AM