Vehicle Deployment Enhancement#2041
Conversation
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I think it would be best to reorganize WW's Unloading shit into multiple independent Unloading behaviors, and then use flags to control which ones are enabled and which ones are disabled. |
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I have tested. It works well. |
@Fly-Star-him Are you going to finish these, or are you just going to leave them as they are? This is just a suggestion. |
Maybe it's possible, but I still don't know what to do. |
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I am thinking something like this:
Perhaps a similar thing is also needed for buildings, but here we can only consider vehicles. |
Are you referring to replacing |
No. |
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Suggestion: I thought about one feature for harvesters - "Deploy to Return". Or maybe other missions too? |
…/StarBos into mi_unload_extension
Passengers/DeployFirewere unable to unload minerals.Passengersand possessesDeployFire/IsSimpleDeployer/DeploysInto, it can perform custom deployment actions beyond merely releasing passengers.Deploy.SkipPassengerUnloadallows vehicles to bypass the passenger release process and perform other deployment actions.Deploy.NoPassengerallows vehicles to perform other deployment actions after losing all passengers.Deploy.NoTiberiumcontrols whether the deployment actions can only be performed when the harvester carries no mineral. If set to false, the harvester can deploy regardless of carrying minerals or not.In
rulesmd.ini: