UndeploysInto
| Flag: | UndeploysInto |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: VehicleTypes (Generally)) |
| Special Values: | none |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Specifies the VehicleType that this BuildingType can undeploy into (you can set which VehicleType deploys into this BuildingType by using the DeploysInto flag). This BuildingType's Buildup animation is played (in full length, unlike when you sell this building) in reverse direction.
If the value is none, the undeploy behavior will be disabled.
Undeployed vehicle facing
Mind that if the game doesn't know which direction the VehicleType should be facing when it undeploys, it will undeploy the building without spawning the vehicle.
The facing can be specified in the following ways:
| INI Flag | Facing |
|---|---|
| Artillary=yes | North (↗) |
| If this condition is not met, then check the following three: | |
| ICBMLauncher=yes | East (↘) |
| SensorArray=yes | |
| TickTank=yes | |
| If none of these three conditions are met, then face south (↙). | |
| Starting from Yuri's Revenge, the above four conditions no longer affect the direction, and instead, the following new statement is used to control it. | |
| As set | |
Notes
The only difference between "undeploy" and "sell" is whether there is a movement destination.
- If present, it creates an UndeploysInto vehicle;
- if not, the building is sold and creates infantry remnants (granting engineers as appropriate).
A critical PVP bug occurs when setting a movement destination before building sale completion, resulting in simultaneous acquisition of both vehicle and infantry.
The game considers buildings with both UndeploysInto set and Foundation=1x1 as vehicles, endowing them with characteristics like no EVA announcement when captured.
For factory buildings, ResourceDestination can suppress EVA_NewRallyPointEstablished when buildings undeploy into vehicles.
If a building has UndeploysInto= and Trainable=yes, then when Agent enters the place of Factory=UnitType factory, this building will also benefit.
- In vanilla, Cameo will also be replaced by AltCameo just like Slave Miner in Yuri's Revenge, but Ares broke this behavior from version 0.1, and this issue was not fixed until Phobos DevBuild#49.
Automatic List Inclusion
VehicleType used as values for this flag are automatically listed under the internal [VehicleTypes] array. However no harm can be done by listing them manually.
Bugs/Side-Effects/Unexpected Limitations
The program doesn't actually verify the SpeedType and MovementZone of UndeploysInto vehicles, only checking if not none. Therefore, movement destination settings solely depend on the original BuildingType's SpeedType. Corresponding WaterBound=yes will cause undeployed vehicles to fail setting correct movement targets.
In Yuri's Revenge selling buildings could be exploited to give free crew infantry or to create a virtual MCV which could not be destroyed, the latter keeping the exploiting player alive forever.
- When a re-deployable Construction Yard was sold, it could be ordered to move somewhere while packing up, and the sell order would be converted to a move order. The crew was still ejected from selling, and the player also kept the MCV. If the MCV could not be placed on the map, it would still be kept alive in memory, unable to be destroyed. If the building was destroyed while being sold, it would eject crew a second time.
- Starting from version 0.A, Ares does no longer allow a sell order to be converted into a move order, and it will also not eject crew twice in case the building is destroyed while selling. Ares also makes sure the MCV is placed on the map, or it will be taken out of the game, no longer keeping players alive.
References
Starting from Phobos Build#34, modders can freely set whether any BuildingTypes are treated as vehicles. Refer to the Phobos documentation.