Does the RMG in TS or RA2 generate bridges? Specifically, bridges with bridge repair huts?
Currently, there is code in the game that is specifically hardcoded to compare the units name with "DESO" and "FV" (for the desloator and IFV).
As what will likely be the last thing I add before the new patch, I plan to add an IsDesolator= tag and an IsIFV= tag to units that, if set, indicates that whatever logic gets applied to the hard-coded unit names will also get applied to the unit with the flags set.
Also, the IFVTransformSound and VoiceIFVRepair keys, would there be any benifit to making them optionally per-unit (i.e. if set on a unit, they get used from there otherwise the global one gets used). Looking at rulesmd.ini and the game code, I get the impression the amswer is no but I want to be sure
Currently, there is code in the game that is specifically hardcoded to compare the units name with "DESO" and "FV" (for the desloator and IFV).
As what will likely be the last thing I add before the new patch, I plan to add an IsDesolator= tag and an IsIFV= tag to units that, if set, indicates that whatever logic gets applied to the hard-coded unit names will also get applied to the unit with the flags set.
Also, the IFVTransformSound and VoiceIFVRepair keys, would there be any benifit to making them optionally per-unit (i.e. if set on a unit, they get used from there otherwise the global one gets used). Looking at rulesmd.ini and the game code, I get the impression the amswer is no but I want to be sure
