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Difference between revisions of "Armory"

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m (More minor fixes)
(reworded bugs, added note on cloning)
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==Bugs==
 
==Bugs==
When an infantry unit enters an Armory it dissapears and, after a short time has passed, reappears accompanied by the unit promoted effects (the unit briefly flashes and a sound effect is played), although not the EVA announcement. However, the unit appears in the upper left corner of the building and does not 'exit' (i.e. move away from the building), even if a rally point is set. In order to promote the next unit, the first unit must first be selected and ordered to move away from the building. If units are "queued" (see above) then the next unit will enter the armory automatically as soon as the unit ahead of it leaves.
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When an infantry unit enters an Armory it dissappears and reappears a short time later in the upper left corner of the building. Unfortuantely, the unit does not move away from the building when it exits. The unit is partially obscured by the building and can be difficult to mouse-over the correct part of the screen in order to click to select the unit and move it away manually.
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Units that have just exited the building will also block other units from being ordered to enter until the offending unit is moved away (however if units are already queuing for the building (see above) then the next unit in the queue will enter automatically as soon as the unit ahead of it is moved out of the way).
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By making the Armory a {{TTL|Factory|InfantryType}} you are able to set a rally point in order to avoid the above problem, however doing so will cause any [[BuildingTypes]] you have with {{TTL|Cloning|yes}} set to spawn a copy of the newly-promoted unit (unpromtoed of course) as if you had just trained it.

Revision as of 23:12, 14 April 2008

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


This determines whether the building will automatically promote any infantry that enter it to Elite status. The Template:TTL flag on the building can be used to restrict the number of infantry that can be promoted by this armory. Once it has promoted this number of infantry it is no longer functional. Multiple units can be selected at once and ordered into the armory, this causes them to form a "queue", similar to when multiple units are ordered into a transport, and wait for the people ahead of them to finish in the armory before entering.

Bugs

When an infantry unit enters an Armory it dissappears and reappears a short time later in the upper left corner of the building. Unfortuantely, the unit does not move away from the building when it exits. The unit is partially obscured by the building and can be difficult to mouse-over the correct part of the screen in order to click to select the unit and move it away manually. Units that have just exited the building will also block other units from being ordered to enter until the offending unit is moved away (however if units are already queuing for the building (see above) then the next unit in the queue will enter automatically as soon as the unit ahead of it is moved out of the way).

By making the Armory a Template:TTL you are able to set a rally point in order to avoid the above problem, however doing so will cause any BuildingTypes you have with Template:TTL set to spawn a copy of the newly-promoted unit (unpromtoed of course) as if you had just trained it.