Would propably not work for deployers or transports, because the command most likely to cause "Unmerge" would be "deploy". Considering this request, you could build a vehicle that could "unmerge" into an empty transport and some infantrymen, for example. And since it will most likely use the "Deploy" command, I would suggest a modified passenger code for this proposal rather than the Visceroid's stuff, because it has a broader variety of uses. Some of the code might be taken from a mix of Ammo, transform and taskforce code, for example:
[TANK]
Passengers=6
PipScale=Passengers
InitPassengerType=COMMANDER,DRIVER,GUNNER,LOADER,TONK
InitPassengerNum=1,1,2,1,1
UnloadingClass=TONK ; Unloading class defines the object spawned from "unmerging" which will retain various effects obtained by the "pre-unmerge" unit, for example damage taken by the tank, or being parasited.
Then, there must be some piece of code to re-transform the TONK into a TANK with the right crew. I'd say some serious extension of the IFV code could do that, or?
; if the infantry / vehicles / whatever specified in LoadType are passengers of the vehicle in the numbers specified in LoadNum, then, a transformation kicks in:
TransformMode1=TANK
But IMO anyway, the game seriously needs more triggers. "Deploy" is so overloaded with various commands it can possibly trigger.
Would propably not work for deployers or transports, because the command most likely to cause "Unmerge" would be "deploy". Considering this request, you could build a vehicle that could "unmerge" into an empty transport and some infantrymen, for example. And since it will most likely use the "Deploy" command, I would suggest a modified passenger code for this proposal rather than the Visceroid's stuff, because it has a broader variety of uses. Some of the code might be taken from a mix of Ammo, transform and taskforce code, for example:
[TANK] pe=COMMANDER, DRIVER, GUNNER, LOADER, TONK m=1,1,2, 1,1
Passengers=6
PipScale=Passengers
InitPassengerTy
InitPassengerNu
UnloadingClass=TONK ; Unloading class defines the object spawned from "unmerging" which will retain various effects obtained by the "pre-unmerge" unit, for example damage taken by the tank, or being parasited.
Then, there must be some piece of code to re-transform the TONK into a TANK with the right crew. I'd say some serious extension of the IFV code could do that, or?
[TONK]
Passengers=5 ype=COMMANDER, GUNNER, DRIVER, LOADER um=1,2, 1,1
TransformLoad1T
TransformLoad1N
; if the infantry / vehicles / whatever specified in LoadType are passengers of the vehicle in the numbers specified in LoadNum, then, a transformation kicks in:
TransformMode1=TANK
But IMO anyway, the game seriously needs more triggers. "Deploy" is so overloaded with various commands it can possibly trigger.