Code: Select all
[color=#FF0000]- if (ud.TEDClassString != "PLANT") {[/color]
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[color=#80FF00]+ if ((ud.speed > 0.0f) || ud.canfly) {[/color]
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ud.type = "Builder";
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} else {
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ud.type = "Factory";
Moderator: Moderators
Code: Select all
[color=#FF0000]- if (ud.TEDClassString != "PLANT") {[/color]
0
[color=#80FF00]+ if ((ud.speed > 0.0f) || ud.canfly) {[/color]
0
ud.type = "Builder";
0
} else {
0
ud.type = "Factory";
It sounds like what you suggested would be great for my idea of having large flying units serve as factories. I totally agree that something like this should be considered.Argh wrote:Immobile builders and factories aren't treated the same, and it's a pain in the neck. I would personally like ALL builders, if building a mobile Unit, to be able to pass current non-build Commands to it, or an alternative set. This is doable via Lua, but it'd be nice if all the stock behaviors were the same. Then the only thing that would make a Factory unique is that Units being built are Attached to the Piece specified in the build script.
That'd be the easiest solution.If you queue up orders on the builder, does the constructed target inherit it?