It may have no order at all. The way I did it is that I catch when unit is loaded into transport and add this unit into unit group. Then I check when unit enters region (playable map area) and check if that unit is in the unit group. If yes, that unit got unloaded.
It has to have an order or it will not synchronize in multiplayer. Everything a player issues has an order, except camera, selection and chat (and trackables but that is different) which get synchronized independently.
If I recall from 10 years ago it has a rather specific order ID. Specifically it is based at some address and adds 1 per slot to unload. It also has no string to accompany it so only the raw order ID. It is important to note that in multiplayer you can issue the unload order multiple times for the same unit before the order executes. This is where my old factory system broke since it is impossible to accurately track unloads (at least without obtuse complexity).
Alternatively, you could use Bribe's Unit Event to detect load/unload (as well as a bunch of other stuff like animate dead and reincarnation start/end). You'll need his Unit Indexer for that though.
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