02.10.2009, 11:20:30
Update regarding War Factories: Using different exit paths than the existing one for normal vehicles is impossible for now, and will stay that way until someone smarter than me can read the locomotor code and extend it. Hover vehicles and jumpjets have their own exit paths which can be made changeable, but I don't think it's worth fixing without ordinary vehicle support. So, using custom foundations on War Factories is not supported.
Details: When exiting War Factories, objects get spawned in the ExitCoord= cell of the factory.
If the object uses Teleport or Tunnel Locomotors, it gets imbued with the Drive Locomotor and instructed to Force_Track(66) and go to the earlier mentioned Outline.10 cell.
If the object uses the Drive Locomotor, it also gets instructed to Force_Track(66) and go to Outline.10.
Otherwise, the object is told to go to cell (4, 1) relative to the factory's top corner cell.
Problem is, Force_Track() is an instruction for it to pick one of the predefined behaviours. In this case, track 66 is "four cells down that way\", and it calculates where it should start from based on the wanted exit position. Which means that, for example, if I pick a 3x5 foundation to mirror the current 5x3, and set an arbitrary ExitCoord=, this will happen:
1. All units spawn here.
2. Teleport, Tunnel or Drive Locomotor -equipped units will warp to here...
3. ... and drive out to here ignoring any obstructions in the way.
4. Whereas all other units will use their normal Locomotor from (1) to arrive here.
Details: When exiting War Factories, objects get spawned in the ExitCoord= cell of the factory.
If the object uses Teleport or Tunnel Locomotors, it gets imbued with the Drive Locomotor and instructed to Force_Track(66) and go to the earlier mentioned Outline.10 cell.
If the object uses the Drive Locomotor, it also gets instructed to Force_Track(66) and go to Outline.10.
Otherwise, the object is told to go to cell (4, 1) relative to the factory's top corner cell.
Problem is, Force_Track() is an instruction for it to pick one of the predefined behaviours. In this case, track 66 is "four cells down that way\", and it calculates where it should start from based on the wanted exit position. Which means that, for example, if I pick a 3x5 foundation to mirror the current 5x3, and set an arbitrary ExitCoord=, this will happen:
1. All units spawn here.
2. Teleport, Tunnel or Drive Locomotor -equipped units will warp to here...
3. ... and drive out to here ignoring any obstructions in the way.
4. Whereas all other units will use their normal Locomotor from (1) to arrive here.