ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

WeaponsFactory: Difference between revisions

From ModEnc
Jump to navigation Jump to search
No edit summary
 
No edit summary
Line 1: Line 1:
{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and determines if this BuildingType is a Weapons Factory. Is used by the AI logic for production and targeting and also enables the structure to establish 'rally points' for its point of production.
|files={{Categ|rules(md).ini}}
|default=no
|values={{values|boolean}}
|types={{Categ|BuildingTypes}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
 
{{f|WeaponsFactory|yes|link}} is a value attached to all ground vehicle manufacturing facilities. This tells the game to have the vehicle exit from a place inside the building and come out of a door, instead of just spawning outside the factory. If you are making a naval factory (RA2/YR Only) with {{f|Naval|yes|link}} you CANNOT have this value present, as this will cause a multitude of errors.

Revision as of 01:00, 19 February 2012

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: WeaponsFactory
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


WeaponsFactory=yes is a value attached to all ground vehicle manufacturing facilities. This tells the game to have the vehicle exit from a place inside the building and come out of a door, instead of just spawning outside the factory. If you are making a naval factory (RA2/YR Only) with Naval=yes you CANNOT have this value present, as this will cause a multitude of errors.