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Col.Flanders

Repair/Service buildings

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Or maybe they're not the kind of engineers that fix a thoroughly thrashed 60-ton main battle tank by snapping their fingers a few times.

you got it ! im making a repair "tank" that can take out tanks from battlefield and repair them

and for adding repair skills to anythings just script it !

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But then the AI wont know how to use them. It would save so much effort if they were defined in the config to repair stuff, just like the repair trucks (and just like OFP).

Of course you can script the repair job, you don't need to look at Evolution to see that as anyone who knows a bit about scripting should be able to do that already, but that's not the point.

It's not a major issue, just a tweak that would be nice.

That's an interesting point. Maybe you could spawn a "tiny invisible incorporeal repair truck like entity" near the repair building instead. While you were at it you could probably make such a building with the repair facilities to add to a map along side the built-in repair buildings.

That's a rather fantastic idea because:

1. It could be an addon unit, easy to place in the mission editor

2. AI would recognize it as a point to go repair

3. It's far easier to manipulate (destroy, move, etc) than a trigger with code

Could you imagine the following three object in the editor?

Empty>>Buildigns>>

Repair Center (No function)

Repair Center (Repair ability)

Invisible Repair Point

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