How to add a blueprint:
- Copy the Blueprint code.
- Save it in the [b]Library (L) -> Blueprints[/b], as shown in the screenshot below.
- After that, the blueprint will appear in the Production Menu of the component in which it can be produced.
[b]Author: StS73[/b]
This is a 'spotter' unit for your combat team, which cycles through various radar filter modes (buildings, units, infected) with its two radars, stores up to ten results in an array-like set of parameters, and delivers the closest found entity via the signal register. Your combat units can then pick up the targets and attack them, even when beyond visual range.
The radars are read asynchronously - the spotter unit will permanently follow the combat unit you configured. The distances to all found targets are updated constantly
[b]Usage:[/b]
Drag the unit your spotter is to follow in P1 and add the distance to follow.
[b]Production:[/b]
You will need items that become available in the later stages of the game, when most of the research in the 'Human' and 'Robots' branches is already completed.
- Behavior Controller
- Blight Charger
- Power Cell
- Long-Range Radar
- Portable Radar
- Mark V Bot
- To use this Blueprint, you'll need a [b]building with a minimum of 8 storage slots[/b] to accommodate all the necessary components.
- You can find this Blueprint in the [b]Robotics Assembler[/b] menu, as this is where the [b]Mark V [/b]is produced.
- Your brand new spotter will be released fully ready for use. Drag the unit your spotter is to follow into P1 and add the distance to follow.
