Hard for me to explain but... is that possible to obtain multiple "effects" using only one behavior? Or create a "behaviors chain"?
CAbilTransport_UnloadTransportBehavior only accepts one behavior entry, not an array of behaviors... but my vehicles, while unloading units, they should do a lot of things at the same time... how can you translate this in Data Editor:
1- Change unit ownership to neutral.
2- IF the transport's type is X then give an order to the transport.
3- Deselect the transport.
4- Select the unloaded unit.
A 'Set' Effect can contain a list of other effects which will execute when the Set effect occurs, you'll probably need a series of effects and validators to create what your describing.
Hard for me to explain but... is that possible to obtain multiple "effects" using only one behavior? Or create a "behaviors chain"?
CAbilTransport_UnloadTransportBehavior only accepts one behavior entry, not an array of behaviors... but my vehicles, while unloading units, they should do a lot of things at the same time... how can you translate this in Data Editor:
1- Change unit ownership to neutral.
2- IF the transport's type is X then give an order to the transport.
3- Deselect the transport.
4- Select the unloaded unit.
:S
@DivinoZarathos: Go
if this is more of a scripted event try using triggers
Mh... I just don't understand when scripts are necessary and when I can do all through Data Editor.
That's impossible to do through data?
A 'Set' Effect can contain a list of other effects which will execute when the Set effect occurs, you'll probably need a series of effects and validators to create what your describing.
A behavior can apply/remove other behaviors when it is itself applied/removed via the Effect - Initial and Effect - Final fields.
Mh... do you think it can be done? Can you explain me further please?