Change production queues on condition
Posted: Thu May 13, 2021 9:30 am
My conyard is set up so that it can garrison one infantry unit and depending on the type of that unit, it allows you to construct different buildings and defensive structures.
When the engineer is garrisoned inside the coyard, it enables a production queue that grants access to the tiberium refinery, power plants, repair bay and tiberium silo. When a soldier is garrisoned inside a conyard, you gain access to military production buildings and your basic defensive structures. A scientist and the Commando unit allow for the superweapons and advanced defensive structures to be constructed.
It seems that, the production queues are always active in the background since the ProductionQueue: trait doesn't have a RequiresCondition paremeter, and because off that, what I want to achieve (explained above) doesn't work smoothly.
I ran into the following problems:
- Sometimes sub-tabs are grayed out (for lack of a better term, I'm calling the numbered tabs with the icons of the buildings, defensive structures, etc. "sub-tabs")
You cannot click on those sub-tabs when they're grayed out (or greened out, rather) in which case the sub-tab doesn't open. However, the sub-tab opens when you click on the conyard unit directly.
- The sub-tabs are numbered 1, 2 or 3 even though just one production queue is available per construction yard at a time, so depending on the active production queue you might see a single sub-tab labled "2" or "3".
I'd really appreciate some help to make this work a bit better. Thanks in advance!
When the engineer is garrisoned inside the coyard, it enables a production queue that grants access to the tiberium refinery, power plants, repair bay and tiberium silo. When a soldier is garrisoned inside a conyard, you gain access to military production buildings and your basic defensive structures. A scientist and the Commando unit allow for the superweapons and advanced defensive structures to be constructed.
It seems that, the production queues are always active in the background since the ProductionQueue: trait doesn't have a RequiresCondition paremeter, and because off that, what I want to achieve (explained above) doesn't work smoothly.
I ran into the following problems:
- Sometimes sub-tabs are grayed out (for lack of a better term, I'm calling the numbered tabs with the icons of the buildings, defensive structures, etc. "sub-tabs")
You cannot click on those sub-tabs when they're grayed out (or greened out, rather) in which case the sub-tab doesn't open. However, the sub-tab opens when you click on the conyard unit directly.
- The sub-tabs are numbered 1, 2 or 3 even though just one production queue is available per construction yard at a time, so depending on the active production queue you might see a single sub-tab labled "2" or "3".
I'd really appreciate some help to make this work a bit better. Thanks in advance!