Help dealing with an engine bug that allows builder to repair repairable false
Posted: 13 Aug 2018, 04:38
So the issue is that in Evo, repairing is done via aoe buffs that only work outside of combat. Built in repairing is never allowed. Units and buildings in evo build very fast, as a result, repair speed has to be set ultra low in order to prevent exploits where you use a shitton of builders and nanoshield with repeat on, but it's even worse because if the unit finishes building he gets infinitely repaired after being built. Anti-Nanoshielding gadget would just exacerbate the problem.
HOWEVER, This has the downside of typing up builders for long periods of time if what they are building becomes damaged. Because, as I mentioned before, repair must be set to ultra low to eliminate the exploit.
What I need is the ability for once a unit stops being a nanoframe and becomes a functional unit, no matter what it's health, the builder needs to fuck off to the next job.
Factories already have this functionality in the form of:
Anyone know of a good way to fix this with lua? Has anyone already done it?
There is UnitFinished(), but I don't know how I would get the builder nor how i would tell him to move on. UnitCreated() includes the id of the builder, so perhaps that's helpful?
HOWEVER, This has the downside of typing up builders for long periods of time if what they are building becomes damaged. Because, as I mentioned before, repair must be set to ultra low to eliminate the exploit.
What I need is the ability for once a unit stops being a nanoframe and becomes a functional unit, no matter what it's health, the builder needs to fuck off to the next job.
Factories already have this functionality in the form of:
Code: Select all
bool fullHealthFactory default: ?
If true, units are repaired before they are allowed to leave the factory i.e. units from this factory will be healed back to 100% health if they are damaged during construction.
There is UnitFinished(), but I don't know how I would get the builder nor how i would tell him to move on. UnitCreated() includes the id of the builder, so perhaps that's helpful?