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How to fix Tank Trap Repair Animation

3 Jun 2016, 15:01 PM
#21
avatar of Popsicle

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
avatar of Popsicle

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
avatar of Popsicle

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
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