Comments (5)
Only thing I see on the UI that no one might care if you hijack it to do something else are the 'stock combat loadout' info button (circled letter i, bottom middle) (Also seems to have same effect as the button by the hardpoints in the upper left), and the (cyan ?) mechlab tutorial button in the upper left.
If you can hijack the buttons, you can just make one of them spit the engine heat sinks back out.
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good idea, will check those out
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yep, once I know how to rename one of those and then make a popup appear with a confirm button, I'll hijack those.
from mechengineer.
I wasnt able to hijack those controls, however I will allow the extraction logic to run when dismounting an engine. Installing and uninstalling heatsinks into and from an engine will be cbills and techcost free.
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this is done
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Related Issues (20)
- Engine Core Issue HOT 2
- NRE caused by specific hardpointdatadef HOT 4
- infinite loading with customised base game mechs HOT 10
- BLR-1Gb LA hardpoint lacking model HOT 4
- SLDF mechs not being migrated to ME modules correctly HOT 6
- Gauss Rifle++ misses out on critical slot adjustment HOT 1
- Better MechLab Vehicle support HOT 2
- Weapon Damage Immunity HOT 3
- Introduce Expanded Critical Damage HOT 1
- CASE not working if CustomUnits loads first HOT 1
- AttackSequence might be null and throwing exceptions
- Ammo Explosions in Head exceptions
- Omni Hardpoint as own icon HOT 1
- Allow per-mech override of prefab mapping HOT 2
- DynamicSlots Moveable slots has no UIName HOT 2
- Engine heatsinks not counting towards heatsink capacity during tutorial HOT 8
- CB/CAC compatibilty issues
- Head destruction -> Cockpit destruction
- Mechengineer creates 2 duplicates of the AC10 HOT 1
- Idea: ComponentExplosion for Armor/External Damage
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