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:
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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?