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[Highly Customized] Unit base normal and new placing grids #1478
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[Highly Customized] Unit base normal and new placing grids #1478
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This ignores Adjacent.Allowed= , which means buildings that are restricted to be built only next to specific buildings will be buildable near a unit with UnitbaseNormal=yes. Also, i see that only ground VehicleTypes appear to work. I can understand if it's not meant for InfantryTypes and AircraftTypes, as supporting them might be too problematic, but there still should be a note that only grounded VehicleTypes will work. |
Get it. I will add it later.
Okay, but I would like to know if you think infantry/air force (jumpjet, aircraft) need this feature? |
Necessary or not is an incorrect question, because if it's there, then people will find a use for it. :P Still, i think adding it to air units might still be too much work for too little gain. Just a note that airborne objects are not supported should suffice. |
If it's not too complex, jumpjet vehicles could be cool too. For example, there was an old game called Urban Assault, I once wanted to replicate it in C&C. There a floating host station could build stuff around itself. AircraftTypes I don't see much point in adding. Also seeing that there's an UI improvement - it could be cool to show it in docs as an image. |
CheckUnitBaseNormal
to true to use units (without jumpjets) to expand the construction scope of the base.UnitBaseNormal
controls whether our own buildings can be place around it like vanillaBaseNormal
do.UnitBaseForAllyBuilding
controls whether ally buildings can be place around it like vanillaEligibileForAllyBuilding
do.In
rulesmd.ini
:CheckUnitBaseNormal
is set to true ,Adjacent.AllowedUnit
andAdjacent.DisallowedUnit
will work for units as whatAdjacent.Allowed
andAdjacent.Disallowed
do.In
rulesmd.ini
:ExpandBuildingPlace
. If setDrawAdjacentBoundary
to true, it will display the four corners of theAdjacent
boundary. If setPlacementGrid.Expand
to true, it will display the placing grids withplace.shp
and following corresponding frame number.PlacementGrid.LandFrames
controls the placing grids frames on non-water cell. The three numbers respectively represent "Some technos that can command departure have occupied this area", "This cell is actually beyond the scope, but there is still at least one cell inside the entire region" and "Here is no problem, everything is OK".PlacementGrid.WaterFrames
controls the placing grids frames on water cell. Each item corresponds to the same as above.In
ra2md.ini
:In
rulesmd.ini
:Splits from #1335 .