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ProduceCashDelay: Difference between revisions
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|name={{PAGENAME}} | |name={{PAGENAME}} | ||
|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values={{values|integers}} | |values={{values|integers|Greater than 1}} | ||
|default=0 | |default=0 | ||
|types={{categ|BuildingTypes}} | |types={{categ|BuildingTypes}} | ||
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Specifies the interval in frames after which the owning player should be given {{f|ProduceCashAmount|link}} of credits. This is part of the oil derrick tech structure logic. | Specifies the interval in frames after which the owning player should be given {{f|ProduceCashAmount|link}} of credits. This is part of the oil derrick tech structure logic. | ||
{{bugs}} | |||
Only values greater than {{tt|1}} are supported, otherwise the delay timer will not work correctly and the building will not produce cash aside from the startup cash. | |||
The delay timer will not start if {{f|ProduceCashStartup|link}} is set to {{tt|0}}. In this case the building will not produce cash. | |||
There's a bug in the original implementation that caused the logic to break when the building was producing cash while attacked by a {{f|Temporal|link}} weapon. The timer would not reset, effectively jamming the building until it is captured by and recaptured from a {{f|MultiplayPassive|yes}} house. | |||
== See also == | == See also == | ||
* [[ProduceCashStartup]] | * [[ProduceCashStartup]] | ||
* [[ProduceCashAmount]] | * [[ProduceCashAmount]] |
Revision as of 11:07, 14 March 2016
Flag: | ProduceCashDelay |
File(s): | Rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. (Limited to: Greater than 1) |
Default: | 0 |
Applicable to: | BuildingTypes |
Specifies the interval in frames after which the owning player should be given ProduceCashAmount of credits. This is part of the oil derrick tech structure logic.
Bugs/Side-Effects/Unexpected Limitations
Only values greater than 1 are supported, otherwise the delay timer will not work correctly and the building will not produce cash aside from the startup cash.
The delay timer will not start if ProduceCashStartup is set to 0. In this case the building will not produce cash.
There's a bug in the original implementation that caused the logic to break when the building was producing cash while attacked by a Temporal weapon. The timer would not reset, effectively jamming the building until it is captured by and recaptured from a MultiplayPassive=yes house.