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We currently don't support targeting deployed tick tanks / juggernauts / sensor arrays / etc. It would be a nice quality of life improvement if Carryalls could be ordered to pick up these deployed units, with the unit undeploying once the carryall arrives.
This could be done by changing Carryable.LockForPickup to interact with GrantConditionOnDeploy (via IWrapMove or a new interface), and returning an enum with values for "locked", "will lock, soon", and "failed" instead of a bool so PickupUnit can wait for the animation to complete.
The text was updated successfully, but these errors were encountered:
We currently don't support targeting deployed tick tanks / juggernauts / sensor arrays / etc. It would be a nice quality of life improvement if Carryalls could be ordered to pick up these deployed units, with the unit undeploying once the carryall arrives.
This could be done by changing
Carryable.LockForPickup
to interact withGrantConditionOnDeploy
(viaIWrapMove
or a new interface), and returning an enum with values for "locked", "will lock, soon", and "failed" instead of a bool soPickupUnit
can wait for the animation to complete.The text was updated successfully, but these errors were encountered: