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WeaponsFactory

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Flag: WeaponsFactory
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


The presence of WeaponsFactory=yes on a BuildingType turns it into a "War Factory" with specific logic attached.

Notes

One feature of such a building, is that it produces VehicleTypes, which exit from a specific cell inside the building (based on foundation shape), either through a door for ground units, or through the roof for Jumpjet VehicleType.

The production logic can work normally on the Factory=UnitType setting.

  • When Naval=no, it is produced like war factory - the units will be produced from inside factory and then move outside the factory. If there is a rally point setting, it will move to the location of rally point. When it has the ExitCoord=X, Y, Z setting, use the position filled in here as the production unit's production location. If the location is outside the factory, the produced VehicleType will be produced from this location first and then teleported back to the interior of the factory, moving towards the rally point; If it is a Jumpjet VehicleType, it will take off directly from this location after production and move towards the rally point.
  • When Naval=yes, the unit will be produced from the side of the factory edge that is closer to the rally point and will move to the rally point position.
    • In this situation, ExitCoord=X, Y, Z is invalid.
  • When the factory has Factory=UnitType but does not have WeaponsFactory=yes, the units produced will appear from the northwest direction of the building. The factory can still place the rally point, but the produced units will not be moved to rally point.

For buildings with Factory=InfantryType or Factory=UnitType, this allows them to create animations specified by ProductionAnim=.

Bugs/Side-Effects/Unexpected Limitations

Adding WeaponsFactory=yes to buildings with DockUnload=yes will prevent the harvesters from completing unload when they dock, and those vehicles will remain in the Enter mission state at the dock position

Adding WeaponsFactory=yes to buildings with Hospital=yes and/or Armory=yes will prevent infantry from being released after entering.

When WeaponsFactory=yes is added to a BuildingType with Factory=InfantryType settings, the produced InfantryType cannot be moved to the rally point normally. However, if this BuildingType has Naval=yes setting at the same time, InfantryType will behave like VehicleType in the same situation, and be produced around the BuildingType and moved to rally point. The Infantry Factory with this setting will not be able to enable cloning factory to perform clone production.

When WeaponsFactory=yes is added to a BuildingType with UnitRepair=yes settings, the vast majority of damage suffered by the unit being repaired will be transferred to the BuildingType, and some special effects will be directly invalidated, such as IsLocomotor=yes, Temporal=yes, and radiation site. This can even prevent organic units from being instantly killed by the Type=IronCurtain superweapon, although it does not grant them the Iron Curtain buff.

  • This bug has been fixed in Ares 0.6.

See Also