New setting: canbetransported for buildings?
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And if it needed to figure out what a commander was, it'd look for the ancient commander=1 tag.
Meh, I'm probably completely wrong. I just don't think I've seen TEDClass do anything for me lately.
I think what Kuroneko is probably thinking if is movementclass=tanksh2... that would make a building into a movable unit... or it'd put it part-way in the right direction anyway.
Meh, I'm probably completely wrong. I just don't think I've seen TEDClass do anything for me lately.
I think what Kuroneko is probably thinking if is movementclass=tanksh2... that would make a building into a movable unit... or it'd put it part-way in the right direction anyway.
Nanotower TEDClass = CNSTR
So how it is still possible to transport??
I tried to add TEDClass=TANK to every unit... but they cant be transported now.
Do i need to script something to make it possible to move? because i cant find any variable differences between nanotower and normal buildings. They are just same, but nanotower can be moved :E
So how it is still possible to transport??
I tried to add TEDClass=TANK to every unit... but they cant be transported now.
Do i need to script something to make it possible to move? because i cant find any variable differences between nanotower and normal buildings. They are just same, but nanotower can be moved :E
Basically, in my factory that grow legs and wings, I skipped the regular loading procedure, so skipped the mass/building/etc... verification.
On the legs/wings unit, I do a for loop on all unit IDs, then attach-unit those which are close. Because I completly bypass the regular loading method, there's no checking at all, so the script is free to attach anything, including building and busy factories. Heck, units were even able to attach to their own selves, thus quickly pulling themselves out of the map, toward the crashing infinity of the outer void.
On the legs/wings unit, I do a for loop on all unit IDs, then attach-unit those which are close. Because I completly bypass the regular loading method, there's no checking at all, so the script is free to attach anything, including building and busy factories. Heck, units were even able to attach to their own selves, thus quickly pulling themselves out of the map, toward the crashing infinity of the outer void.