Factories and Cloning¶
Different factories for units (Kennels)¶
[InfantryOrVehicle]►BuiltAt=(list of BuildingTypes)
- Units will be kicked out of the first not-busy building the house owns that is mentioned in this list. If no BuildingType is set, all factories that can produce this unit will be checked. Defaults to none.
Set this to yes to only allow this factory to produce units that explicitly mention this BuildingType in their
BuiltAtlist. Units with empty
BuiltAtlists will not be built here. The effect is the same as stating
BuiltAtlists on every unit, omitting all factories that have this tag set. Defaults to no.
To recreate the dog from Red Alert that is trained in a kennel, set
[DOG]►BuiltAt=KENNand update the
“Cloning Vats” for VehicleTypes¶
- Defines whether this building will clone all VehicleTypes with the
Navalsetting as itself that are
ClonedAt=none. This is the VehicleType version of the Cloning Vats. Defaults to no.
- Whether or not this infantry or unit can be cloned by
CloningFacility=yesor their respective
ClonedAtbuildings. Defaults to yes.
[InfantryOrVehicle]►ClonedAt=(list of BuildingTypes)
Each building of the types mentioned in the list owned by the same house will kick out an extra clone of this object for free. If a building is blocked, the player will get no refunds. Defaults to none.
Cloning will ignore buildings with
Factory=set. Note that
Factoryis not what causes the units to walk or drive out properly,
ClonedAtis specified, neither
CloningFacility=yeswill clone the object.
New in version 0.2.