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Barracks ExitCoord (*)
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 16, 2020 1:53 pm    Post subject:  Barracks ExitCoord (*) Reply with quote  Mark this post and the followings unread

When building an infantry, the building that produces it has 2 locations assigned.
1. Exit location: where the infantry will appear.
2. Rally point: where the infantry is moving to from the exit location. Even if the building is given a new rally point, the infantry will still first move to this hardcoded location, before going to the assigned rally point.

Using the key ExitCoord, the game only allows to specify the first location, where an infantry appears after being built.

Using GDIBarracks=yes or NODBarracks=yes on a Factory=InfantryType changes the default exit location and the default rally point.
These locations also depend on the foundation size and change between different foundations.

Exclamation The key ExitCoord works only for foundations XxY with Y<=2.
ExitCoord has 3 values X,Y,Z.
X defines offset along the \ cell grid axis (positive value going SE, negative value going NW)
Y defines offset along the / cell grid axis (positive value going SW, negative value going NE)
Z seems to have no functionality (maybe already an error by WW and it actually accepts only X and Y )
The location offset is defined in leptons. One cell = 256 leptons.


Attached is an image showing the 2 default locations with ExitCoord=0,0,0 and different foundation sizes.
The cell where the arrow starts is the exit location.
The cell where the arrow ends the hardcoded and unchangeable rally point.

Yellow for GDIBarracks=yes
Red for NODBarracks=yes



BarrackExits.png
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BarrackExits.png




Key Words: #Tutorials #Modding #TiberianSun #Firestorm #RedAlert2 #YurisRevenge #Rules.INI 

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Thu Jan 16, 2020 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too bad it needs also Factory=InfantryType, because this works also when unit exits Hospital / Armory for both Exit Coord and Rally point


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 16, 2020 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

then just give the Armory/Hospital Factory=InfantryType.
Usually such a building has Owner=Neutral (preplaced on map and captured), thus it wouldn't provide any new infantry to build and with that Owner it also wouldn't allow to build any GDI or Nod infantry from it.
The only sideeffect would be the increased production speed due to the additional factory.

btw, nice find that it works with these 2 logics as well. Approved!

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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Fri Jan 17, 2020 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, that will work, but sadly not for vanilla Hospital / Armory foundations which have Y>2.

Main use for me would be for my mod, where Nod Temple serves also as "hospital" for infantry. It would be nice touch if infantry could leave through main entrance  Smile

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