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{{DeeZireInclusion}}<br />
{{Flag
Specifies the offset, in pixels, at which units will exit from this BuildingType when they have been created from it. Applies only if the structure has Factory=VehicleType or Factory=InfantryType set. Expressed in X,Y,Z format with 0,0,0 being the exact center of the structure. NOTE: avoid adjusting the Z value offset by large amounts as this can result in the units being drawn 'into' the map, an undesirable effect. Try to stay within 10 and -10.
|values={{Values|intlist}}
|default=0,0,0
|types={{Categ|BuildingTypes}}
|ts=yes
|fs=yes
|hp=yes
|ra2=yes
|yr=yes
|ares=yes
}}
 
Specifies the offset, in [[leptons]], for the coordinate from which units will exit this [[BuildingType|building]] when they have been created from it. Applies only if the structure has {{f|Factory|VehicleType|link}} or {{f|Factory|InfantryType|link}} set.
 
Expressed in {{tt|X,Y,Z}} format:
* increasing X moves the exit coordinate to bottom-right, decreasing moves it top-left.
* increasing Y moves the exit coordinate to bottom-left, decreasing moves it top-right.
* Z would adjust depth/height, but for units that do not use {{f|Locomotor|Jumpjet|link}}, they will immediately “teleport” to the ground in the next frame.
 
==Notes==
* The location of the exit coordinate origin ({{tt|0,0,0}}) depends on the factory type and additional flags.
* The initial rally point (the cell to which units will move to after exiting the factory) is hardcoded and depends on the factory type and additional flags.
[https://ppmforums.com/topic-47868/barracks-exitcoord/ See this tutorial for more information].
 
==See Also==
* [[GDIBarracks]]
* [[NODBarracks]]
* [[YuriBarracks]]

Latest revision as of 21:41, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: ExitCoord
File(s): rules(md).ini
Values: Comma-separated list of integers.
Default: 0,0,0
Applicable to: BuildingTypes


Specifies the offset, in leptons, for the coordinate from which units will exit this building when they have been created from it. Applies only if the structure has Factory=VehicleType or Factory=InfantryType set.

Expressed in X,Y,Z format:

  • increasing X moves the exit coordinate to bottom-right, decreasing moves it top-left.
  • increasing Y moves the exit coordinate to bottom-left, decreasing moves it top-right.
  • Z would adjust depth/height, but for units that do not use Locomotor=Jumpjet, they will immediately “teleport” to the ground in the next frame.

Notes

  • The location of the exit coordinate origin (0,0,0) depends on the factory type and additional flags.
  • The initial rally point (the cell to which units will move to after exiting the factory) is hardcoded and depends on the factory type and additional flags.

See this tutorial for more information.

See Also