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Structure traits: production related
Generalcamo edited this page Jun 11, 2012
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15 revisions
This branch is about structures, which are able to produce units in any way.
RallyPoint: # Defines the rallypoint of a structure which is producing units
Exit@1: # Exit number one (below is stated how and where the unit leaves)
SpawnOffset: -1,19
ExitCell: 0,2
Exit@2: # Exit number two (you don't need two, just name one trait "Exit:")
SpawnOffset: -17,15
ExitCell: 0,2
ProductionBar: # Adds a productionbar when building is built (like CNC)
ProductionQueue: # States what kind of productionbar will be added
Type: Infantry # In this example we got "infantry"
BuildSpeed: .4 # Buildspeed factor
LowPowerSlowdown: 3 # When you got low power, how much the building will slow down
Production: # Structure is able to produce
Produces: Infantry # States what the structure is able to produce
PrimaryBuilding: # Can this building be selected to be a primary building?
ProductionAirdrop: # States what kind of productionbar will be added, and also airdrops any units built
Produces: Vehicle # States what this structure is able to airdrop
ActorType: c17 # By default, hardcoded to c17. Can be changed though to any air unit.