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The Factories Issue #1 (BT# 634)
#3
You said you look over the Factory tag. But in the end it seems you didn't get the point with it.

There are 4 variations of TechnoTypes (buildable objects), AircraftTypes, VehicleTypes, InfantryTypes and BuildingTypes. Jumpjet and naval units doesn't have their own types.

If you say.. Factory=InfantryType, you defined the object as a barracks and it will produce all infantry in the game if their prerequisites are met.

The only option I could think about to get 634's big part fixed would be defining new values to Factory=... however since Factory reads types, you have to bring new TechnoTypes in. And here comes the problem... you can't define a new subTechnoTypeClass along with new subTechnoClass... if you rethink it. How should it be called, which one should it clone, etc.

Probably a way could be that masking the TechnoType into phantom Types (I mean, defining somewhere that GhostType=InfantryType and listing all GhostTypes in InfantryTypes) could be a starting point, but still, it's hard to do that masking for the factories while keeping the other logics intact.

My two cents.

EDIT: I just reread your comment... Factory defines which list it produces. So at the produced objects... not their tags defines their factory, instead the list where they're listed.
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Messages In This Thread
RE: The Factories Issue #1 (BT# 634) - by Graion Dilach - 02.06.2011, 18:35:18
RE: The Factories Issue #1 (BT# 634) - by DCoder - 02.06.2011, 19:16:40
RE: The Factories Issue #1 (BT# 634) - by DCoder - 03.06.2011, 06:04:19
RE: The Factories Issue #1 (BT# 634) - by DCoder - 04.06.2011, 11:46:00



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