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ExitCoord: Difference between revisions

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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 appears to be unused.
* 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

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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.

See Also