GameObjectClass P4: Build Settings

  • [GameObjectClass]

    scrapCost = 2147483647
    This is the amount of scrap this object costs to build, when built from a Recycler, Factory, Armory, or Constructor.

    scrapValue = 0
    This is the amount of scrap the object drops when destroyed.

    scrapReturn = scrapValue
    This is the amount of scrap the object returns when it is Recycled, or it's construction is Cancelled.

    powerCost = 0
    This is the amount of Power the the object consumes while it exists.

    buildTime = 5.0f
    This is the amount of time, in seconds, it takes to build this object.

    customCost = scrapCost * 6 / 5
    This is the amount of scrap the object cost to build, if it's weapons have been modified through the user interface terminal in a Recycler/Factory.

    customTime = buildTime * 1.2f
    This is the amount of time, in seconds, it takes to build this object, if it's weapons have been modified through the user interface terminal in a Recycler/Factory.

    CanDropScrap = true
    If false, this object doesn't drop scrap when it dies.
    Note: Default is false for Class: Person

    ScrapClass1 ... ScrapClass3 = ""
    This is the ODF name of the scrap pieces dropped by this object. If not specified, it defaults to the race's *pscr1 ... *pscr3, respectively.

    buildRequire = "N"
    This specifies the requirement for building adjacency. It must be built on Terrain that matches this type. Valid values are:
    • "N" = None: This can be built anywhere.
    • "F" = Flat: Must be built on flat terrain. (Comm Bunker)
    • "A" = Adjacent: Must be built Adjacent to a building. (Gun Tower)
    • "B" = Base: Must be built Adjacent to a Base building. (Power Plant)
    Note: Default is Flat for Class: Building, CommBunker, MotionSensor, Recycler. Default is Base for Class: CommTower, PoweredBuilding, PowerPlant, Silo. Default is Adjacent for Class: Teleportal, Turret.

    buildSupport = "N"
    This specifies what kind of building adjacency this object supports nearby. Valid values are:
    • "N" = None: No support added.
    • "F" = Flat: Supports Flat? ??
    • "A" = Adjacent: Supports Adjacent Requirement (Comm Bunker)
    • "B" = Base: Supports Base adjacency (Most ISDF Buildings)
    • "X" = None: Nothing can be built next to it.
    Note: Default is Adjacent for Class: CommBunker, MotionSensor, Teleportal, Turret. Default is Base for Class: CommTower, PoweredBuilding, PowerPlant, Recycler.

    ClearBuildZone = -1
    This setting controls if this object is pushed out of a building's build zone while it's under construction. For example: If you order a Constructor to build a building on top of a Turret, the turret gets pushed out of the building area.
    Valid values are: -1 = auto, 0 = never, 1 = always. If 0/1, overrides collide-able setting.

    CategoryTypeOverride = -1
    This is the object's Category Type. Default is based on the type of object it is. Setting this to >= 0 overrides that. Valid values are:
    • 0 = TEAM_SLOT_PLAYER
      Note: base buildings. Items 1-9 can have dropmenus associated with them.
    • 1 = TEAM_SLOT_RECYCLER
    • 2 = TEAM_SLOT_FACTORY
    • 3 = TEAM_SLOT_ARMORY
    • 4 = TEAM_SLOT_PRODUCER4
    • 5 = TEAM_SLOT_PRODUCER5
    • 6 = TEAM_SLOT_PRODUCER6
    • 7 = TEAM_SLOT_PRODUCER7
    • 8 = TEAM_SLOT_PRODUCER8
    • 9 = TEAM_SLOT_PRODUCER9
    • 10 = TEAM_SLOT_TRAINING
    • 11 = TEAM_SLOT_BOMBERBAY
    • 12 = TEAM_SLOT_SERVICE
    • 13 = TEAM_SLOT_TECHCENTER
    • 14 = TEAM_SLOT_COMMTOWER
      Note: items above here are automatically limited to 1 item per team with that CategoryType
    • 15 = TEAM_SLOT_POWER
    • 16 = TEAM_SLOT_COMM
    • 17 = TEAM_SLOT_EXTRACTOR
    • 18 = TEAM_SLOT_JAMMER
    • 19 = TEAM_SLOT_SENSOR
    • 20 = TEAM_SLOT_GUNTOWER
    • 21 = TEAM_SLOT_SHIELDTOWER
      Note: Above items are base buildings
    • 22 = TEAM_SLOT_OFFENSE
    • 23 = TEAM_SLOT_DEFENSE
    • 24 = TEAM_SLOT_UTILITY
    • 25 = TEAM_SLOT_SCAVENGER
    • 26 = TEAM_SLOT_CONSTRUCT
    • 27 = TEAM_SLOT_BOMBER

    requireCount = 0
    The number of requireName# entries it uses. Max is 16.

    requireName1 ... requireName16 = ""
    This is a valid odf or provideName that this object requires to exist on the same team before it can be Built.

    requireText1 ... requireText16 = ""
    This is the Text that is displayed when you try to Build an item missing the corresponding requireName entry.

    provideCount = 0
    The number of entries this object Provides for Requirements. Max is 32.
    Note: If this is <=0, the object still provides it's ODF name.

    provideName1 ... provideName32
    This is the Name that this object provides for Requirements.

    upgradeName = ""
    The ODF name that this object can be Upgraded to, if specified.



    FactoryWeaponConfig = ""
    This is a setting for what weapon.odf list is used for this unit when modifying it in a Factory Panel. If not specified, the default is the race's weapon.odf list.
    Note:[i/] Must end in .odf, e.g. "iweapon.odf"[/list]
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