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Factory
Flag: | Factory |
File(s): | rules(md).ini |
Values: | special strings |
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 RTTI 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 | 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 |