Hi Richard,I have a theory on this, untested as of now anyway. But it's what I intended to try for the Command and Conquer transportation anyway. You can actually define some attributes of a skill on a unit level, i.e attack_range, etc. So my intention was to not define the after_perform event on the skill itself, but on the unit so I could pass in different arguments.
i.e on an infantry's unit file, you might have: enter_transport_after_perform=load_into_transport@ { CapacityCost: 1 } And for a vehicle, it might look like this: enter_transport_after_perform=load_into_transport@ { CapacityCost: 3 }I'm not sure if this is a good way or in fact if this is even possible. This was, as I said, a theory.
If that's not doable for whatever reason, then I'm short on ideas. I can't create flags, as nice as that'd be, all I can do possibly is getting you to call a script after_created which I intend to do for the transports on my next update. That may or may not solve the problem.
Just a shot in the dark there, but it might help. Cheers, Craig