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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]].
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.
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]].


{{bugs}}
{{bugs}}

Revision as of 11:58, 12 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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.

See Also

NavalYard

ConstructionYard

RoofDeployingAnim