New setting: canbetransported for buildings? - Page 2

New setting: canbetransported for buildings?

Requests for features in the spring code.

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KDR_11k
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Post by KDR_11k »

I don't think PLANT did anything, Spring reads it to determine what's a factory but TA reads BMcode for that AFAIK.
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Caydr
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Post by Caydr »

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.
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KDR_11k
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Post by KDR_11k »

TEDclass is used by Spring to tell a factory from a con unit, TA doesn't use it.
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TradeMark
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Post by TradeMark »

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
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KDR_11k
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Post by KDR_11k »

CanMove=1?
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TradeMark
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Post by TradeMark »

Yes, that is what i use now. But it makes annoying bugs.

I want it to be like nanotower.
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zwzsg
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Post by zwzsg »

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.
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