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Structure traits: production related

Generalcamo edited this page Jun 11, 2012 · 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.

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