hmmm... so I guess as soon as the bridge takes any damage it is considered wrecked? bridge_25_01_wrecked is not a building at that point, it is only of type "wrecked_bridge" and that is how it gets a torch for repairs? |
So when I select the ability and hold the cursor over the bridge the first thing that happens is the target_special_validation, then the requirement_actions kick in? |
So, how does the target_special_validation hook into the delayed actions to determine which state should be used to do the repair? |
what? |
by the way, I am making adjustements to the ability to accomodate the tank traps. But I am not the kind of person who just wants to know what button to push or lever to pull, I always want to know how and/or why something works the way it does. I'd rather learn how to fish than be given fish. |
So.. I must first say that it is hard for me to have any doubt in what you say because I have watched all of your tutorials and read a lot of your posts and I know you know what you are doing. Am actually very happy you are on and have the time to help me.
For my testing I have been using Island Fortress and I use world builder to plant units, words, words, words... There is a "bridge_25_01" on this map, several actually. In their unit_type_list they have "demolishable_bridge" and "building" selected. When they are demolished the Rear Echelon troops repair them with a torch, not sandbags. Given that they use the ability we are discussing above, why are they using a torch? What am I missing? |
I believe I understand what you have presented here. But looking back at my testing data (from trying to figure this out on my own) I think there are a couple cases that don't fit, or my notes are disjointed. Let me go into world builder and verify. Be right back.... |
ok digesting this..... |
aef_repair_ability_rear_echelon_mp |
Hmmmm, okay. Thanks for that. But I am still lost.
Here's where I am mentally, maybe you can knock me loose. In delayed_actions they list list all the unit_types that you could want to repair under heal_action. Then later, still under delayed_actions, they have another requirement_action where they set the state_machine_name to blowtorch_state, do_action_state_name set to active, with a follow-on requirement_table that has unit_type set to building. aef_tank_trap_mp has 3 unit types, one of them being building. Why then doesn't the animation use blowtorch when repairing an aef_tank_trap_mp instead of the sandbag animation?
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