@real pebble We finally got to around testing the static units. Removing the movement works, however we did run into some issue unfortunately. When we're testing the static unit to transport it crashes when we removed the movement. Had to give the long timer for it. There is a weird problem that also we found out. static with the movement script that can be loaded needs this order to load EOrderType/Move, which might confuse modders on why there static units can't load into transport. I'm hoping these fixes isn't to much to work on. Did some more test an found out EngineCooldownTime = 999999 affects the load time now so now we have to put it a 0
#Modding Static Unit Error
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Hi !
Do you have a crash dump of when you try to load a static unit inside a transporter ?
About the move order, units might need this order to be able to find a meeting point with their transporter. But if they don't have a land movement, they should not try to start a move order, and just wait for their transporter to come. Sadly it's not a behaviour we have in our vanilla units, but I can have a look