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Factory: Difference between revisions
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Nighthawk200 (talk | contribs) m Template updated |
m stuff... |
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{{ | {{Flag | ||
| | |values={{Values|strings|hardcoded values (see article)}} | ||
|default={{tt|<none>}} | |||
|default= | |types={{Categ|BuildingTypes}} | ||
|types= | |||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 10: | Line 9: | ||
|yr=yes | |yr=yes | ||
|rp=yes}} | |rp=yes}} | ||
This tag determines what type of object | This tag determines what type of object a BuildingType produces. | ||
Although it accepts any string from the list | Although it accepts any string from the list{{Sup|[[{{PAGENAME}}#values|{{Arr|d}}]]}}, only four of them will actually work after going through a filtering routine: | ||
* | * <code>AircraftType</code> | ||
* | * <code>BuildingType</code> | ||
* | * <code>InfantryType</code> | ||
* | * <code>UnitType</code> | ||
==Internal meaning== | ==Internal meaning== | ||
Internally, the | {{HorizontalBar|This section is in need of '''[{{fullurl:{{FULLPAGENAME}}|action=edit}} revision]'''.}} | ||
Internally, the value of {{TTL|{{PAGENAME}}}} 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.<br> | 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.<br> | ||
This works using an RTTI ID number for every Factory.< | This works using an RTTI ID number for every Factory. | ||
{|cellpadding="4" class="table_descrow" | Although <code>VesselType</code> as well as <code>CloningType</code> are sometimes mentioned in {{Rules}}, they are not valid values. | ||
{|cellpadding="4" class="table_descrow" id="values" | |||
|+'''Possible values for {{TTL|{{PAGENAME}}}}''' | |||
!ID number | !ID number | ||
!INI string | !INI string | ||
Line 333: | Line 333: | ||
==See also== | ==See also== | ||
* | * [[AircraftTypes]] | ||
* | * [[BuildingTypes]] | ||
* [[InfantryTypes]] | |||
* | * [[VehicleTypes]] | ||
* |
Revision as of 16:50, 23 April 2008
Flag: | Factory |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: hardcoded values (see article)) |
Default: | <none> |
Applicable to: | BuildingTypes |
This tag determines what type of object a BuildingType produces. Although it accepts any string from the list↓, only four of them will actually work after going through a filtering routine:
AircraftType
BuildingType
InfantryType
UnitType
Internal meaning
This section is in need of revision.
Internally, the value of Template:TTL 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 RTTI ID number for every Factory.
Although VesselType
as well as CloningType
are sometimes mentioned in Rules(md).ini, they are not valid values.
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 | Tunnels? |
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 |