FactoryClass

Classlabel: "factory"

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 = ""
    Sound played while building something.

    soundCancel = ""
    Sound played when something under construction is cancelled.

    soundFinish = ""
    Sound played when something under construction is finished.

    selectUser1Msg = ""
    Selection Message of the object while it is Building something.

    selectUser2Msg = ""
    Selection Message of the object while it is Unable to build something, such as No Power.

    reloadMsg = ""
    Message given when the object is ordered to Build something.

    rescueMsg = ""
    Message given when the object is finished Building something.

    ChromeEffect = false
    If true, builds using Chrome method. Default is true for Race f.

    ChromeTexture = ""
    Environment texture applied to Chrome effect. Default is the world's environment texture.

    BuildSparkConfig = "sparker"
    Render name for the Build effect. Only used if ChromeEffect is false.

    LineStartColor = "0 127 255 255"
    Starting color for Build effect's Extrude lines.

    LineFinishColor = "0 0 255 0"
    Finish color for Build effect's Extrude lines.

    BeamColor = "0 127 255 31"
    Color for Build effect's beams that go from hp_special on constructor object to Extrude lines)

    lineSolidColor = "0 63 255 127"
    LOD line Color for Build effect.

    SolidColorDistance = 150.0f
    LOD distance for Build effect's Extrude to switch to lineSolidColor.

    MaxLineDistance = 250.0f
    Max distance for Build effect's Extrude efffect.

    BaseSlot = 2
    If this is specified, it is the Team Slot this object takes up. Valid values are 2-9.

    scaleVelY = 0.0f
    Multiplier on vertical launch velocity.

    MultVelX = 1.0f
    Multiplier on the X axis KickOut velocity applied to the Craft when it is completed.

    MultVelZ = 1.0f
    Multiplier on the Z axis KickOut velocity applied to the Craft when it is completed.

    MultVelXZ = 1.0f
    Multiplier on the both the X and Z axis KickOut velocity applied to the Craft when it is completed.
    Note: If MultVelX or MultVelZ is specified, it overrides this setting for that Axis.

    KickAllCraft = true
    If this is False, it won't apply a KickOut velocity to the craft.

    DropoffDX = 0.0f
    Default Dropoff location X distance.
    Note: This is based off the location of the hp_vehicle in the model.

    DropoffDZ = 32.0f
    Default Dropoff location Z distance.
    Note: This is based off the location of the hp_vehicle in the model.

    DropoffConfig = ""
    If this is specified, overrides the Dropoff ODF dropped by this object. If invalid, it ignores the setting.

    WeaponConfig = ""
    If this is specified, it is used as a custom Weapon ODF. If not specified, defaults to Race's *weapon.odf.
    Note: Must end in .odf, e.g. "iweapon.odf"

    buildItem1 ... buildItem10 = ""
    The ODF name to build. If no BuildGroup is specified, it uses these as the top level build items.

    buildEmptyItem1 ... buildEmptyItem10 = 0
    If this is specified, the buildItem# that is built with out a Pilot inside it.

    buildEmptyItem = 0
    If this is specified, the buildItem# that is built with out a Pilot inside it. If this is a valid BuildGroup, it does it for the whole BuildGroup.

For each Build Group...

  • [BuildGroup] ... [BuildGroup]

    buildLabel = ""
    The name for this BuildGroup displayed in the Command Panel window.

    buildItem1 ... buildItem10 = ""
    The ODF name to build.

    buildEmptyItem1 ... buildEmptyItem10 = 0
    If this is specified, the buildItem# that is built with out a Pilot inside it.
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