Crews, Garrisons, Transports. - Page 2

Crews, Garrisons, Transports.

Requests for features in the spring code.

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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Crews, Garrisons, Transports.

Post by Neddie »

In 1944 we've functionally limited it, not sure how, probably weight. We also have survivors of destroyed transports.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Crews, Garrisons, Transports.

Post by Pressure Line »

U checkinitrong.

TransportCapacity: The number of units the transport can carry

Code: Select all

transportcapacity=5;
TransportMass: this is the maximum weight a tranporter can transport, default 100000

Code: Select all

transportmass=100000;
TransportSize: The size of units that the transport can pick up, based on the unit-to-be-loaded's FootPrintX and FootPrintZ.

Code: Select all

transportsize=3;
*incase no-one else has mentioned it*

CA's air transports (or only the adv ones?) drop the carried units when they are killed.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Crews, Garrisons, Transports.

Post by Forboding Angel »

Yar you can do nearly anything you like with transports now.
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