ConstructionYard
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Flag: | ConstructionYard |
File(s): | Rules(md).ini |
Values: | boolean |
Default: | no |
Applicable to: | BuildingTypes |
Enables special logic for undeployable buildings. Among several more minor things, buildings with this tag set to yes can show the construction animation when a structure is placed, and support the MCV Redeploy feature. Also, the Center Base keyboard command searches for buildings with this tag enabled.
If the AI deploys a vehicle into a building with ConstructionYard=yes, base building and auto-production is enabled in non-campaign game modes.
If ConstructionYard=yes, structures distinguish between selling and undeploying, also respecting the MCV Redeploy setting. If ConstructionYard=no, structures will be converted into a unit even if sold. That is, instead of disappearing, the crew is ejected and the unit defined by UndeploysInto is placed also.
In Tiberian Sun, Vehicle Thieves can only steal buildings that are ConstructionYard=no. In Red Alert 2 and Yuri's Revenge, this tag is not checked; instead, the buildings foundation has to be 1x1.
Notes
When a building with this flag is built up through construction or a vehicle type's deploys into
- not via directly granting through owner change
- like capture by an engineer or map trigger action#14
- or Deliver.Types (Ares)
all AI units will execute a fallback behavior.
You can utilize this mechanic to create rally point-like mechanisms similar to this.
- To disable this effect, starting from Phobos Build#44, you can use
[General] -> GatherWhenMCVDeploy
configuration, refer here.
Bugs/Side-Effects/Unexpected Limitations
See EIP#0064003C and EIP#006BB69C