![]() The unit accepts and denies the AC ammo at the same time. However, when the silo completes and you THEN switch to AC WHILE ARG has been sent but the silo has NEVER obtained ammo YET, quantum physics happen. (This is a rather old problem so I could be wrong here due to forgetting details or various forms of proof/testing). Once it's past ammo type reaches the unit, that ammo type is put into the unit but does not influence the unit's ammo. This causes the game to send AC packets TO the silo BUT the game STILL THINKS THE UNIT'S AMMO WARE IS ARG! So when AC reaches the Silo, the AC is used but NO AMMO IS ADDED! It's the same phenomenon of when you switch a unit's ammo type while it's original ammo type was already coming to it. ![]() But at the same time in the ~same frame, the script of the Silo directly changes the AmmoWare type to AC. When you switch to AC missile type while the silo is building, once built, the game will set the Silo's AmmoWare to ARG because it's default AmmoWare is ARG within the unit settings.
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