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Difference between revisions of "Factory"

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{{DeeZireInclusion}}<br />
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==The "Factory" tag==
Determines what type of object this BuildingType produces - can be set to any of the following;-<br />
+
{{flag|name=Factory
<br />
+
|files=rules(md).ini
BuildingType - object is a Construction Yard and provides structure-building options<br />
+
|values=special strings
VehicleType - object is a War Factory and provides vehicle-building options<br />
+
|special=none
AircraftType - object is a Helipad/Airfield and provides aircraft-building options<br />
+
|default=<tt>&lt;none&gt;</tt>
InfantryType - object is a Barracks and provides infantry-building options<br />
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|types=[[BuildingTypes]]
<br />
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|games=TS, FS, RA2, YR}}
Note that the VesselType classification is no longer used (ships are now VehicleTypes with Naval=yes set), and despite its presence in RULES.INI the CloningType value is obsolete.
+
This tag determines what type of object this BuildingType produces.<br>
 +
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:
 +
*<tt>AircraftType</tt>
 +
*<tt>BuildingType</tt>
 +
*<tt>InfantryType</tt>
 +
*<tt>UnitType</tt> (for vehicles)
 +
 
 +
It is sometimes spoken of the strings <tt>VesselType</tt> as well as <tt>CloningType</tt>.<br>
 +
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.<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 ID number for every Factory.<br>
 +
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 //unknown meaning
 +
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

Revision as of 16:30, 20 August 2006

The "Factory" tag

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: Factory
File(s): rules(md).ini
Values: special strings
Special Values: none
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:

  • AircraftType
  • BuildingType
  • InfantryType
  • UnitType (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 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			//unknown meaning
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