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UnitRepaired() callin missing?

Posted: 08 Jun 2011, 12:20
by Pithikos
There is not some callin that gets run once a unit gets repaired, right? There is for example the callin UnitDamaged() when a unit's health decreases. Isn't there some callin for the opposite(UnitRepaired, UnitHealed..)?

I don't want to run GameFrame() to check a unit's health. Feels a bit overkill.

Re: UnitRepaired() callin missing?

Posted: 08 Jun 2011, 13:35
by PicassoCT
Locals please report once unithealth is to the max...


Remember only you can prevent SimCity from beeing overcrowded.

Re: UnitRepaired() callin missing?

Posted: 08 Jun 2011, 18:10
by FLOZi
I'm not sure if AllowUnitBuildStep() is called when repairing is done or not.

Re: UnitRepaired() callin missing?

Posted: 08 Jun 2011, 18:56
by Google_Frog
I'm not sure if AllowUnitBuildStep() is called when repairing is done or not.
I recall that it is not called for repairing as the ZK implementation of variable repair speeds uses modification of unit cost instead of AllowUnitBuildStep().

Re: UnitRepaired() callin missing?

Posted: 08 Jun 2011, 20:23
by KingRaptor
Google_Frog wrote:
I'm not sure if AllowUnitBuildStep() is called when repairing is done or not.
I recall that it is not called for repairing as the ZK implementation of variable repair speeds uses modification of unit cost instead of AllowUnitBuildStep().
Or maybe we use unit costs because it is nineteen bajillion times cheaper than a 32*builders/gameframe callin.

(though that doesn't mean for sure it's called during repair)

Re: UnitRepaired() callin missing?

Posted: 09 Jun 2011, 06:04
by Google_Frog
Unit costs uses unitDamaged.