Mobile Refinery Logic
Just like reopen PR#707
- Units can convert the ore underneath them into cash in real time, like GDI's EPIC unit MARV in Command & Conquer 3 Kane's Wrath, when
MobileRefineryis true.- This logic cannot work on buildings.
MobileRefinery.TransDelayspecifies the interval in game frames between two mining "processes".MobileRefinery.AmountPerCellcontrols how many "bails" of ore can be mined at each cell at once.- By default, ore mined this way is worth the same as if it was harvested and refined the normal way. This can be adjusted with
MobileRefinery.CashMultiplier.
MobileRefinery.Display=truewill create a flying text displaying the total cash amount received each mining process.MobileRefinery.Display.Housescontrolls who can see this text.- An animation will be played at each interval at each mined cell. If
MobileRefinery.Animscontains 8 entries, then an entry will be picked according to unit facing. Otherwise, an entry will be chosen at random.- If
MobileRefinery.AnimMove=true, the animations will move with the unit.
- If
in rulesmd.ini
[SOMETECHNO] ; InfantryType, UnitType or AircraftType
MobileRefinery=false ; boolean
MobileRefinery.TransDelay=30 ; integer
MobileRefinery.CashMultiplier=1.0 ; float
MobileRefinery.AmountPerCell=0 ; integer
MobileRefinery.FrontOffset= ; list of integer, use cell as unit, multiple values mean that they are effective in multiple cells at the same time
MobileRefinery.LeftOffset= ; list of integer, use cell as unit, multiple values mean that they are effective in multiple cells at the same time
MobileRefinery.Display=true ; boolean
MobileRefinery.Display.Houses=all ; AffectedHouse enumeration
MobileRefinery.Anims= ; list of animations
MobileRefinery.AnimMove=true ; boolean
Nightly build for this pull request:
- compiled-dll-583e8ad9cc123c7d6627e963e93e4f0557382f49.zip These artifacts will expire in 90 days and will not be available for download after that time.
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.
The game seems to be ignoring anything i put under MobileRefinery.TransRate= and MobileRefinery.AmountPerCell=. Only defaults are used.
The game seems to be ignoring anything i put under MobileRefinery.TransRate= and MobileRefinery.AmountPerCell=. Only defaults are used.
I'll check it later
The game seems to be ignoring anything i put under MobileRefinery.TransRate= and MobileRefinery.AmountPerCell=. Only defaults are used.
Sorry, I provided a wrong ini flag XD
The game seems to be ignoring anything i put under MobileRefinery.TransRate= and MobileRefinery.AmountPerCell=. Only defaults are used.
Correct flags is "TransDelay"
I still can't get MobileRefinery.AmountPerCell= to work. MobileRefinery.Display.Houses= also does nothing, "none" and "enemies" still display cash for the owner. All other tags seem to work fine.
I still can't get MobileRefinery.AmountPerCell= to work. MobileRefinery.Display.Houses= also does nothing, "none" and "enemies" still display cash for the owner. All other tags seem to work fine.
Display.House is correctly flag, docs has fixed. AmontPerCell is tiberium amount, not the money amont. How much did you set ?
AmontPerCell is tiberium amount, not the money amont. How much did you set ?
Well, 1. And 3. And 16. And 100. And 160. Yet no matter what i set, the display still shows the same amount of cash (as if harvested 1 stage of tiberium).
AmontPerCell is tiberium amount, not the money amont. How much did you set ?
Well, 1. And 3. And 16. And 100. And 160. Yet no matter what i set, the display still shows the same amount of cash (as if harvested 1 stage of tiberium).
It should be fixed now.
Everything seems to be working now.