DestroyUnit...unloaded unit?
Posted: Wed Sep 28, 2011 6:01 pm
Pip,
As you know, in my Merr_Skirmish, I added some changes to where the AI unloads units, but ... I realized that when a transport is destroyed, the unload appears to be intrisic with the DestroyUnit function. Now, I could run a check for a transport unit and run the unload before the DestroyUnit function ... that should work.
Now, the reason why I posted this in tech support ...
I started to think about a potential problem with your current unloading when the transport is destroyed. What happens when all the adjacent tiles are occupied, where does the unit unload to?
So, I have a recommendation ... This is something I built in my TrackHit! mod when the crew bails out. My crew bails out "in-the-same" tile as the unit which was destroyed.
Frankly, having the loaded unit placed on the same tile after the transport is destroyed seems to be a win-win situation!
Any thoughts?
Rob
As you know, in my Merr_Skirmish, I added some changes to where the AI unloads units, but ... I realized that when a transport is destroyed, the unload appears to be intrisic with the DestroyUnit function. Now, I could run a check for a transport unit and run the unload before the DestroyUnit function ... that should work.
Now, the reason why I posted this in tech support ...
I started to think about a potential problem with your current unloading when the transport is destroyed. What happens when all the adjacent tiles are occupied, where does the unit unload to?
So, I have a recommendation ... This is something I built in my TrackHit! mod when the crew bails out. My crew bails out "in-the-same" tile as the unit which was destroyed.
Frankly, having the loaded unit placed on the same tile after the transport is destroyed seems to be a win-win situation!
Any thoughts?
Rob