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removed redundant header, turned pre'd text into real table |
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{{flag|name=Factory | {{flag|name=Factory | ||
|files=rules(md).ini | |files=rules(md).ini | ||
Line 9: | Line 8: | ||
This tag determines what type of object this BuildingType produces.<br> | This tag determines what type of object this BuildingType produces.<br> | ||
Although it accepts any string from the list below (Internal meaning), only five of them will actually work after going through a filtering routine, these being: | Although it accepts any string from the list below (Internal meaning), only five of them will actually work after going through a filtering routine, these being: | ||
* | *{{TTL|AircraftType}} | ||
* | *{{TTL|BuildingType}} | ||
* | *{{TTL|InfantryType}} | ||
* | *{{TTL|UnitType}} (for vehicles) | ||
It is sometimes spoken of the strings | It is sometimes spoken of the strings {{tt|VesselType}} as well as {{tt|CloningType}}.<br> | ||
However, they neither work in TS/FS nor do they in RA2/YR. | However, they neither work in TS/FS nor do they in RA2/YR. | ||
Line 22: | Line 21: | ||
This works using an ID number for every Factory.<br> | This works using an ID number for every Factory.<br> | ||
The available "factories" are the following: | The available "factories" are the following: | ||
{|cellpadding="4" class="table_descrow" | |||
!ID number | |||
!INI string | |||
!Comment | |||
|- | |||
|0x00 | |||
|<none> | |||
|used for parent types such as the TechnoType or Foot | |||
|- | |||
|0x01 | |||
|Unit | |||
| | |||
|- | |||
|0x02 | |||
|Aircraft | |||
| | |||
|- | |||
|0x03 | |||
|AircraftType | |||
| | |||
|- | |||
|0x04 | |||
|Animation | |||
| | |||
|- | |||
|0x05 | |||
|AnimationType | |||
| | |||
|- | |||
|0x06 | |||
|Building | |||
| | |||
|- | |||
|0x07 | |||
|BuildingType | |||
| | |||
|- | |||
|0x08 | |||
|Bullet | |||
| | |||
|- | |||
|0x09 | |||
|BulletType | |||
| | |||
|- | |||
|0x0A | |||
|Campaign | |||
| | |||
|- | |||
|0x0B | |||
|Cell | |||
| | |||
|- | |||
|0x0C | |||
|Factory | |||
| | |||
|- | |||
|0x0D | |||
|House | |||
| | |||
|- | |||
|0x0E | |||
|HouseType | |||
| | |||
|- | |||
|0x0F | |||
|Infantry | |||
| | |||
|- | |||
|0x10 | |||
|InfantryType | |||
| | |||
|- | |||
|0x11 | |||
|IsometricTile | |||
| | |||
|- | |||
|0x12 | |||
|IsometricTileType | |||
| | |||
|- | |||
|0x13 | |||
|BuildingLight | |||
| | |||
|- | |||
|0x14 | |||
|Overlay | |||
| | |||
|- | |||
|0x15 | |||
|OverlayType | |||
| | |||
|- | |||
|0x16 | |||
|Particle | |||
| | |||
|- | |||
|0x17 | |||
|ParticleType | |||
| | |||
|- | |||
|0x18 | |||
|ParticleSystem | |||
| | |||
|- | |||
|0x19 | |||
|ParticleSystemType | |||
| | |||
|- | |||
|0x1A | |||
|Script | |||
| | |||
|- | |||
|0x1B | |||
|ScriptType | |||
| | |||
|- | |||
|0x1C | |||
|Side | |||
| | |||
|- | |||
|0x1D | |||
|Smudge | |||
| | |||
|- | |||
|0x1E | |||
|SmudgeType | |||
| | |||
|- | |||
|0x1F | |||
|Special | |||
|used for cameos (SW icon types) | |||
|- | |||
|0x20 | |||
|SuperWeaponType | |||
| | |||
|- | |||
|0x21 | |||
|TaskForce | |||
| | |||
|- | |||
|0x22 | |||
|Team | |||
| | |||
|- | |||
|0x23 | |||
|TeamType | |||
| | |||
|- | |||
|0x24 | |||
|Terrain | |||
| | |||
|- | |||
|0x25 | |||
|TerrainType | |||
| | |||
|- | |||
|0x26 | |||
|Trigger | |||
| | |||
|- | |||
|0x27 | |||
|TriggerType | |||
| | |||
|- | |||
|0x28 | |||
|UnitType | |||
| | |||
|- | |||
|0x29 | |||
|VoxelAnim | |||
| | |||
|- | |||
|0x2A | |||
|VoxelAnimType | |||
| | |||
|- | |||
|0x2B | |||
|Wave | |||
| | |||
|- | |||
|0x2C | |||
|Tag | |||
| | |||
|- | |||
|0x2D | |||
|TagType | |||
| | |||
|- | |||
|0x2E | |||
|Tiberium | |||
| | |||
|- | |||
|0x2F | |||
|TAction | |||
| | |||
|- | |||
|0x30 | |||
|TEvent | |||
| | |||
|- | |||
|0x31 | |||
|WeaponType | |||
| | |||
|- | |||
|0x32 | |||
|WarheadType | |||
| | |||
|- | |||
|0x33 | |||
|Waypoint | |||
| | |||
|- | |||
|0x34 | |||
|Abstract | |||
| | |||
|- | |||
|0x35 | |||
|Tube | |||
|unknown meaning | |||
|- | |||
|0x36 | |||
|LightSource | |||
| | |||
|- | |||
|0x37 | |||
|EMP | |||
| | |||
|- | |||
|0x38 | |||
|Tactical | |||
|consider this the battlefield with all the objects on it | |||
|- | |||
|0x39 | |||
|Super | |||
| | |||
|- | |||
|0x3A | |||
|AITrigger | |||
| | |||
|- | |||
|0x3B | |||
|AITriggerType | |||
| | |||
|- | |||
|0x3C | |||
|Neuron | |||
|unused? | |||
|- | |||
|0x3D | |||
|FoggedObject | |||
|unknown meaning | |||
|- | |||
|0x3E | |||
|AlphaShape | |||
| | |||
|- | |||
|0x3F | |||
|VeinholeMonster | |||
| | |||
|- | |||
|0x40 | |||
|NavyType | |||
|unknown meaning | |||
|- | |||
|colspan="3"|'''RA2 only:''' | |||
|- | |||
|0x41 | |||
|SpawnManager | |||
| | |||
|- | |||
|0x42 | |||
|CaptureManager | |||
| | |||
|- | |||
|0x43 | |||
|Parasite | |||
| | |||
|- | |||
|0x44 | |||
|Bomb | |||
| | |||
|- | |||
|0x45 | |||
|RadSite | |||
| | |||
|- | |||
|0x46 | |||
|Temporal | |||
| | |||
|- | |||
|colspan="3"|'''YR only:''' | |||
|- | |||
|0x47 | |||
|Airstrike | |||
| | |||
|- | |||
|0x48 | |||
|SlaveManager | |||
| | |||
|- | |||
|0x49 | |||
|DiskLaser | |||
| | |||
|} | |||
==See also== | |||
*{{TTL|AircraftType}} | |||
*{{TTL|BuildingType}} | |||
*{{TTL|InfantryType}} | |||
*{{TTL|UnitType}} | |||
*{{TTL|BuildingTypes}} |
Revision as of 17:30, 20 August 2006
Flag: | Factory |
File(s): | rules(md).ini |
Values: | special strings |
Special Values: | none |
Default: | <none> |
Applicable to: | BuildingTypes |
This tag determines what type of object this BuildingType produces.
Although it accepts any string from the list below (Internal meaning), only five of them will actually work after going through a filtering routine, these being:
- Template:TTL
- Template:TTL
- Template:TTL
- Template:TTL (for vehicles)
It is sometimes spoken of the strings VesselType as well as CloningType.
However, they neither work in TS/FS nor do they in RA2/YR.
Internal meaning
Internally, the "Factory" is used to determine what something is.
If - for instance - a pointer to a TechnoType (by origin) is given over to a function, the function could get the TechnoType's "Factory" and determine whether it's a Building or an Infantry, Unit or Aircraft.
This works using an ID number for every Factory.
The available "factories" are the following:
ID number | INI string | Comment |
---|---|---|
0x00 | <none> | used for parent types such as the TechnoType or Foot |
0x01 | Unit | |
0x02 | Aircraft | |
0x03 | AircraftType | |
0x04 | Animation | |
0x05 | AnimationType | |
0x06 | Building | |
0x07 | BuildingType | |
0x08 | Bullet | |
0x09 | BulletType | |
0x0A | Campaign | |
0x0B | Cell | |
0x0C | Factory | |
0x0D | House | |
0x0E | HouseType | |
0x0F | Infantry | |
0x10 | InfantryType | |
0x11 | IsometricTile | |
0x12 | IsometricTileType | |
0x13 | BuildingLight | |
0x14 | Overlay | |
0x15 | OverlayType | |
0x16 | Particle | |
0x17 | ParticleType | |
0x18 | ParticleSystem | |
0x19 | ParticleSystemType | |
0x1A | Script | |
0x1B | ScriptType | |
0x1C | Side | |
0x1D | Smudge | |
0x1E | SmudgeType | |
0x1F | Special | used for cameos (SW icon types) |
0x20 | SuperWeaponType | |
0x21 | TaskForce | |
0x22 | Team | |
0x23 | TeamType | |
0x24 | Terrain | |
0x25 | TerrainType | |
0x26 | Trigger | |
0x27 | TriggerType | |
0x28 | UnitType | |
0x29 | VoxelAnim | |
0x2A | VoxelAnimType | |
0x2B | Wave | |
0x2C | Tag | |
0x2D | TagType | |
0x2E | Tiberium | |
0x2F | TAction | |
0x30 | TEvent | |
0x31 | WeaponType | |
0x32 | WarheadType | |
0x33 | Waypoint | |
0x34 | Abstract | |
0x35 | Tube | unknown meaning |
0x36 | LightSource | |
0x37 | EMP | |
0x38 | Tactical | consider this the battlefield with all the objects on it |
0x39 | Super | |
0x3A | AITrigger | |
0x3B | AITriggerType | |
0x3C | Neuron | unused? |
0x3D | FoggedObject | unknown meaning |
0x3E | AlphaShape | |
0x3F | VeinholeMonster | |
0x40 | NavyType | unknown meaning |
RA2 only: | ||
0x41 | SpawnManager | |
0x42 | CaptureManager | |
0x43 | Parasite | |
0x44 | Bomb | |
0x45 | RadSite | |
0x46 | Temporal | |
YR only: | ||
0x47 | Airstrike | |
0x48 | SlaveManager | |
0x49 | DiskLaser |