ExitCoord
| Flag: | ExitCoord |
| File(s): | rules(md).ini |
| Values: | Comma-separated list of integers. |
| Default: | 0,0,0 |
| Applicable to: | BuildingTypes |
Specifies the offset, in leptons, for the coordinate from which units will exit this building when they have been created from it. Applies only if the structure has Factory=VehicleType and WeaponsFactory=yes or structure has Factory=InfantryType set.
Expressed in X,Y,Z format:
- increasing X moves the exit coordinate to bottom-right, decreasing moves it top-left.
- increasing Y moves the exit coordinate to bottom-left, decreasing moves it top-right.
- Z would adjust depth/height, but for units that do not use Locomotor=Jumpjet, they will immediately “teleport” to the ground in the next frame.
Notes
Except for Jumpjet units, this only affects the initial creation position of units. As long as the building has any one of WeaponsFactory=yes, GDIBarracks=yes, NODBarracks=yes, or YuriBarracks=yes, which causes units to drive or walk out of the factory building, this unit will instantly move to the hardcoded starting point of the exit process in the next frame.
- The location of the exit coordinate origin (0,0,0) depends on the factory type and additional flags.
- The initial rally point (the cell to which units will move to after exiting the factory) is hardcoded and depends on the factory type and additional flags.
Bugs/Side-Effects/Unexpected Limitations
For units with BalloonHover=yes and Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} (Jumpjet), their JumpjetHeight must exceed the height of the factory building's ExitCoord. Otherwise, they will persistently fail to exit the factory and clog the exit.