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==The "Factory" tag==
{{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:
*<tt>AircraftType</tt>
*{{TTL|AircraftType}}
*<tt>BuildingType</tt>
*{{TTL|BuildingType}}
*<tt>InfantryType</tt>
*{{TTL|InfantryType}}
*<tt>UnitType</tt> (for vehicles)
*{{TTL|UnitType}} (for vehicles)


It is sometimes spoken of the strings <tt>VesselType</tt> as well as <tt>CloningType</tt>.<br>
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.


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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:
ID number INI string Comment
{|cellpadding="4" class="table_descrow"
---------------------------------------------------------------------------------------------------
!ID number
0x00 <none> //used for parent types such as the TechnoType or Foot
!INI string
0x01 Unit
!Comment
0x02 Aircraft
|-
0x03 AircraftType
|0x00
0x04 Animation
|<none>
0x05 AnimationType
|used for parent types such as the TechnoType or Foot
0x06 Building
|-
0x07 BuildingType
|0x01
0x08 Bullet
|Unit
0x09 BulletType
|
0x0A Campaign
|-
0x0B Cell
|0x02
0x0C Factory
|Aircraft
0x0D House
|
0x0E HouseType
|-
0x0F Infantry
|0x03
0x10 InfantryType
|AircraftType
0x11 IsometricTile
|
0x12 IsometricTileType
|-
0x13 BuildingLight
|0x04
0x14 Overlay
|Animation
0x15 OverlayType
|
0x16 Particle
|-
0x17 ParticleType
|0x05
0x18 ParticleSystem
|AnimationType
0x19 ParticleSystemType
|
0x1A Script
|-
0x1B ScriptType
|0x06
0x1C Side
|Building
0x1D Smudge
|
0x1E SmudgeType
|-
0x1F Special //used for cameos (SW icon types)
|0x07
0x20 SuperWeaponType
|BuildingType
0x21 TaskForce
|
0x22 Team
|-
0x23 TeamType
|0x08
0x24 Terrain
|Bullet
0x25 TerrainType
|
0x26 Trigger
|-
0x27 TriggerType
|0x09
0x28 UnitType
|BulletType
0x29 VoxelAnim
|
0x2A VoxelAnimType
|-
0x2B Wave
|0x0A
0x2C Tag
|Campaign
0x2D TagType
|
0x2E Tiberium
|-
0x2F TAction
|0x0B
0x30 TEvent
|Cell
0x31 WeaponType
|
0x32 WarheadType
|-
0x33 Waypoint
|0x0C
0x34 Abstract
|Factory
0x35 Tube //unknown meaning
|
0x36 LightSource
|-
0x37 EMP
|0x0D
0x38 Tactical //consider this the battlefield with all the objects on it
|House
0x39 Super
|
0x3A AITrigger
|-
0x3B AITriggerType
|0x0E
0x3C Neuron //unused?
|HouseType
0x3D FoggedObject //unknown meaning
|
0x3E AlphaShape
|-
0x3F VeinholeMonster
|0x0F
0x40 NavyType //unknown meaning
|Infantry
//RA2 only:
|
0x41 SpawnManager
|-
0x42 CaptureManager
|0x10
0x43 Parasite
|InfantryType
0x44 Bomb
|
0x45 RadSite
|-
0x46 Temporal
|0x11
//YR only:
|IsometricTile
0x47 Airstrike
|
0x48 SlaveManager
|-
0x49 DiskLaser
|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

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: 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:

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


See also