Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Avenger on-ramp considers cosmetic units as soldiers #1378

Open
BlackDog86 opened this issue Aug 25, 2024 · 2 comments
Open

Avenger on-ramp considers cosmetic units as soldiers #1378

BlackDog86 opened this issue Aug 25, 2024 · 2 comments

Comments

@BlackDog86
Copy link
Contributor

BlackDog86 commented Aug 25, 2024

This means that the soldier counter at the top right of the screen is generally wrong:
image
image

Fix should involve a check for cosmetic units on the counter so that it displays correctly.

@BlackDog86
Copy link
Contributor Author

Image
Kismet from the custom soldier evac zone fix mod -

Perhaps just adding GremlinMk1, GremlinMk2, GremlinMk3, SparkBitMk1, SparkBitMk2, SparkBitMk3 to the exclusion list might solve it? Or alternatively, SeqAct_GetUnitCounts could be adjusted to take cosmetic units into account under some circumstances in the FilterUnitList Function?

@furudee
Copy link
Contributor

furudee commented Jan 22, 2025

Kismet block in Obj_AvengerDefense is configured as such and thus it doesn't count cosmetic units as real units

Image

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants