WeaponsFactory: Difference between revisions
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The presence of <tt>WeaponsFactory=yes</tt> on a [[BuildingTypes|building]] turns it into a 'War Factory' with specific logic attached, and includes it in building ratio calculations: see [[WarRatio]]. | |||
One feature of such a building, is that it produces [[VehicleTypes]], which exit from a specific cell inside the building (based on foundation shape), either through a door for ground units, or through the roof for [[Jumpjet]] vehicles. Vehicles with {{f|Naval|yes|link}} can't be produced here, nor can [[InfantryTypes|infantry]]. | |||
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=={{bugs}}== | |||
[[ | Adding <tt>WeaponsFactory=yes</tt> to other production buildings, or buildings with [[Dock|docks]] may cause crashing, or break functionality. | ||
==See Also== | |||
[[Naval]] | |||
[[ConstructionYard]] | |||
[[RoofDeployingAnim]] | |||
Latest revision as of 18:05, 2 July 2025
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| Flag: | WeaponsFactory |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
The presence of WeaponsFactory=yes on a building turns it into a 'War Factory' with specific logic attached, and includes it in building ratio calculations: see WarRatio.
One feature of such a building, is that it produces VehicleTypes, which exit from a specific cell inside the building (based on foundation shape), either through a door for ground units, or through the roof for Jumpjet vehicles. Vehicles with Naval=yes can't be produced here, nor can infantry.
Bugs/Side-Effects/Unexpected Limitations
Adding WeaponsFactory=yes to other production buildings, or buildings with docks may cause crashing, or break functionality.





