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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
BuildTime.MultipleFactory how it works?
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rey
Vehicle Drone


Joined: 15 Jul 2019

PostPosted: Thu Jan 02, 2020 1:30 pm    Post subject:  BuildTime.MultipleFactory how it works? Reply with quote

tried to search, but found no good description or examples. am i right to understand this can be put in code of some production building to increase it's "multiple instances faster produce"-effect?

in documentation it's only said to be corresponding to [General]?MultipleFactory but that's global for all - does BuildTime.MultipleFactory work similar but "locally"?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jan 02, 2020 4:01 pm    Post subject: Reply with quote

The settings are for the type being built, not for the factory producing it. Units aren't built by a particular factory, so the latter doesn't make sense in this engine.

That is, you can make some unit types not to be built faster, or increase the effect for some types. For example, a low-tech jeep might build just as fast if the player has no power, while some high-tech vehicle might suffer badly.
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rey
Vehicle Drone


Joined: 15 Jul 2019

PostPosted: Thu Jan 02, 2020 6:14 pm    Post subject: Reply with quote

then what's the difference vs BuildTimeMultiplier ? i checked couple mods, units have this command to obviously manipulate build time just like you described, so i thought BuildTime.MultipleFactory serves some other purpose(especially as [General]MultipleFactory makes production faster for factories).

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jan 02, 2020 7:31 pm    Post subject: Reply with quote

BuildTimeMultiplier is the factor that always applies. It is used to determine the build time, also using the cost.

BuildTime.MultipleFactory= is the same as [General]MultipleFactory=, but customizable per type. Both serve the same purpose: they apply if there are multiple factories only, as an additional multiplier for each additional factory. Generally, all tags that default to some global value usually serve the same purpose and can be used to override the globals for this very type only.
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rey
Vehicle Drone


Joined: 15 Jul 2019

PostPosted: Fri Jan 03, 2020 9:03 am    Post subject: Reply with quote

my guess was right, it's possible to create "production speeder" facility, thank you for answers.

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