...to check if an actor can use StartBuildingRepairs
Thank you for explanation. And for big and informative answer.
I thought in this direction yesterday. But I made mistake.
I searched in
yaml files for traits that different for buildings and vehicles. And I found trait
"RepairableBuilding".
It does not work:
Code: Select all
actor.HasProperty("RepairableBuilding")
Your variant works, thank you.
Code: Select all
actor.HasProperty("StartBuildingRepairs")
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And I found properties for units:
"Attack" and
"Move".
It founds all the units, that can attack, including turrets (a kind of buildings).
It is not quite the same that was asked in my question here. But I was looking for something like this.
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Property
"Move" founds everything that moves. Including aircrafts ("carryalls").