I wanted a constructed entity (entity A) to spawn another entity (entity B) when construction of A was completed.
To achieve this, I simply added:
construction_ext
on_construction_actions
spawn_entity\ entity_blueprint : Link to Entity B ebps here with a duration of 9999.
So great, it does indeed spawn Entity B when construction is complete.
As a sidenote, I also tried adding spawn_item directly under action_apply_ext \ actions and that works too.
However, the problem is the spawned entity B doesn't seem to attach or be bound to entity A, meaning that if entity A is destroyed B remains.
Under advice I had a look at the retreat point ability and so far as I was able to tell, the ability when toggled on spawns the retreat point and the marker entity but there's no clear indication of de-spawning mechanics inferring that the spawned entity only exists for as long as the ability is active and upon toggling off the perquisite the entity can not exist and thus doesn't.
Yet it seems to work differently when an entity spawns another automatically.
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1) You need to make sure your main entity(the entity that you are creating the animation for) has its x and y coordinates are as close as possible to 0. In the picture above, you see that I have x = 0.15 and y = -0.16.
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Is there a way to rotate the spawned entity? X, Y, Z only gives us so many options.
I 'think' that's what I used to get the icon to display over my dual 45mm At gun emplacement I made but that might be only for the selection tabs at the top right. You'll need to check.
Radio tower is:
Icons_symbols_building_common_radio_tower_symbol
West German skins follow a format of for example: "west_german_0002_summer"
Yet I can not get the overrides to work in game. I've had no issue with Soviet and Osteer (Wehr) overides but the WG ones are having none of it. Am I missing something obvious here?