FactoryClass
Classlabel: "factory"
Class Tree: Entity->GameObject->Building->PoweredBuilding->Factory
Description:
Factory Class is a Building that can construct other objects.
Default ODF Properties:
Recommended AI Process:
ODF Properties:
For each Build Group...
Class Tree: Entity->GameObject->Building->PoweredBuilding->Factory
Description:
Factory Class is a Building that can construct other objects.
Default ODF Properties:
[GameObjectClass]
categoryTypeOverride = 2 //TEAM_SLOT_FACTORY
isSingle = true
Recommended AI Process:
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
ODF Properties:
-
[FactoryClass]
soundBuild = ""
soundCancel = ""
soundFinish = ""
selectUser1Msg = ""
selectUser2Msg = ""
reloadMsg = ""
rescueMsg = ""
ChromeEffect = false
ChromeTexture = ""
BuildSparkConfig = "sparker"
LineStartColor = "0 127 255 255"
LineFinishColor = "0 0 255 0"
BeamColor = "0 127 255 31"
lineSolidColor = "0 63 255 127"
SolidColorDistance = 150.0f
MaxLineDistance = 250.0f
BaseSlot = 2
scaleVelY = 0.0f
MultVelX = 1.0f
MultVelZ = 1.0f
MultVelXZ = 1.0f
Note: If MultVelX or MultVelZ is specified, it overrides this setting for that Axis.
KickAllCraft = true
DropoffDX = 0.0f
Note: This is based off the location of the hp_vehicle in the model.
DropoffDZ = 32.0f
Note: This is based off the location of the hp_vehicle in the model.
DropoffConfig = ""
WeaponConfig = ""
Note: Must end in .odf, e.g. "iweapon.odf"
buildItem1 ... buildItem10 = ""
buildEmptyItem1 ... buildEmptyItem10 = 0
buildEmptyItem = 0
For each Build Group...
-
[BuildGroup]
...
[BuildGroup]
buildLabel = ""
buildItem1 ... buildItem10 = ""
buildEmptyItem1 ... buildEmptyItem10 = 0