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DestroyUnit...unloaded unit?

Posted: Wed Sep 28, 2011 6:01 pm
by Merr
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

Posted: Wed Sep 28, 2011 6:58 pm
by pipfromslitherine
I think we destroy the loaded unit. To some extent it is a penality to the AI (or the player) if they box in a transport with nowhere for the loaded unit to escape to.

Cheers

Pip

Posted: Wed Sep 28, 2011 7:15 pm
by Merr
pipfromslitherine wrote:I think we destroy the loaded unit. To some extent it is a penality to the AI (or the player) if they box in a transport with nowhere for the loaded unit to escape to.
Ok ... understood ... boxed in = destroy loaded. Copy :)

Rob

EDIT NOTE : I editted this post twice when I "understood" what Pip said :oops: .