I was thinking of something like upgrading a transport so it can hold more units. And thanks for checking it. On 4/8/13, Richard Claridge <richard.claridge68@xxxxxxxxxxxxxx> wrote: > Hi Zak. > I can confirm that you can change the capacity by having 2 skills with > different capacities and using 1 then the other. > I don't know when something like this would be of use, but it is > possible. It even works with units already loaded. > Not sure what it does however if you fully load the transport and then > use a skill to decrease the capacity. I'll try that now and let you > know. > OK I've now tried it the other way around. Interestingly it works in > theory both ways. > However if you do it while the transport is already loaded then you > lose all the units inside before you use the second create transport > skill. > I have no idea where they go, but they certainly do. > So I would say for all practical purposes although it is possible to > change the capacity by having multiple create transport skills, that > it isn't recommended as it only works when the transport is empty, and > if not empty you lose the units within. > Hope this helps. > Richard > > On 4/8/13, Zak Claassen <zak.claassen@xxxxxxxxx> wrote: >> Oh one more question, can you change the capacity by using >> add_transport_capabilities on a transport that has already used it? >> >> On 4/7/13, Richard Claridge <richard.claridge68@xxxxxxxxxxxxxx> wrote: >>> Hi Craig and all. >>> I can confirm that it doesn't work as a passive skill. But you do only >>> have to perform the skill once and then it will let you load and >>> unload units as many times as you want. >>> Thanks Craig for the confirmation about the capital C, I didn't even >>> know that would make a difference so I'll change it now and give it a >>> test. >>> The issue I mentioned must have something to do with the memory of the >>> transport unitor something, its not remembering that its unloaded or >>> something. I don't understand how these things work so can't be sure. >>> Probably not helped by me not having a maximum capacity working >>> properly as it was happy to keep filling and filling. >>> Thanks again for this and your other scripts, they are very useful and >>> I look forward to this one working properly as I have lots of ideas >>> for it. >>> Thanks >>> Richard >>> >>> On 4/7/13, Craig Brett <craigbrett17@xxxxxxx> wrote: >>>> Hi all, >>>> >>>> Allan, I've not tried it as a passive skill. But I suspect not. I'm not >>>> sure when passive skill type things kick in. I might try adding a sound >>>> to one and finding out, though. >>>> >>>> Zak, when your transport is destroyed, your units disappear. I don't >>>> automagically trigger death on them though (if I even can). But for >>>> practical intents, they're gone. I haven't implemented this yet, but it >>>> wouldn't take much to make the unload script work on a unit's >>>> after_death event to make the units evacuate the destroyed transport. >>>> That comes with its own issues though. If you've got a transport full >>>> of land vehicles that's destroyed at sea, for example. >>>> >>>> Richard, regarding capacity, it's an uppercase C. The rest of that >>>> looks fine. I'll let you know about the example, I never tested >>>> multiple transports, but I'll give it a go. It could be something >>>> relating to the unit ID's and stuff. I thought I was clearing out my >>>> transports properly when I unloaded, but apparently not. Again, I'll >>>> take a look soon. >>>> >>>> Thanks for keeping an eye out for these issues and giving me useful >>>> info so I can hopefully fix them soon. I'll hopefully have a fix for >>>> some of these issues soon. >>>> >>>> Take care, >>>> >>>> Craig >>>> >>>> >>>> >>>> >>> >>> >> >> > >