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ExitCoord: Difference between revisions
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EvilRenegade (talk | contribs) m Adding revision category for pages potentially improperly "converted". |
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* increasing X moves the exit coordinate to bottom-right, decreasing moves it top-left. | * 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. | * increasing Y moves the exit coordinate to bottom-left, decreasing moves it top-right. | ||
* Z | * Z would adjust depth/height, but for units that do not use {{f|Locomotor|Jumpjet|link}}, they will immediately “teleport” to the ground in the next frame. | ||
==Notes== | ==Notes== | ||
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* [[NODBarracks]] | * [[NODBarracks]] | ||
* [[YuriBarracks]] | * [[YuriBarracks]] | ||
[[Category:Review for fake conversion and revert if necessary]] |
Latest revision as of 18:59, 20 April 2025
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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 or 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
- 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.
See this tutorial for more information.