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How OpenRA engine handles FreeUnit.
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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Aug 28, 2013 4:32 am    Post subject:   Reply with quote  Mark this post and the followings unread

Alright I'm sorry for this being a bit off topic but I have a question regarding TS/RA2 and I'm sure you've reproduced this portion of the engine.

How in the world does the Free Unit system work?
Any help would be greatly appreciated!
And phenomenal work on the port, guys and gals. Smile

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Wed Aug 28, 2013 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

rulesmd.ini wrote:
FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)

ModEnc wrote:
Specifies the VehicleType that should appear beside this BuildingType when it is placed after being constructed by the player (the unit comes free with the building).

Yeah, that was totally complicated enough to warrant going off topic for. Rolling Eyes

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Aug 28, 2013 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry maybe I should have phrased my question better.

I was asking how does the engine actually handle it.
I know the effect and use of it, I'm just curios as to HOW.

EDIT:

Again sorry for going off topic.
I found the .cs file on the git so I'll look at that and figure it out.

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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Aug 29, 2013 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have a look at https://github.com/OpenRA/OpenRA/wiki/Traits it works very similiar we don't just restrict it to units only:


Code:
   FreeActor:
      # Player recives a unit for free once the building is placed. This also works for structures.
      # If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...
      Actor:  # Type: String. Name of actor (use HARV if this trait is for refineries)
      InitialActivity:  # Type: String
      # What the unit should start doing. Warning: If this is not a harvester
      # it will break if you use FindResources.
      SpawnOffset: 0,0 # Type: int2. Offset relative to structure-center in 2D (e.g. 1, 2)
      Facing: 0 # Type: Int32. Which direction the unit should face.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sat Nov 16, 2013 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great.
The new context and thread title make my previous post look like I totally misunderstand the question. -_-

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Nov 16, 2013 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, nevermind. I asked banshee to move this topic here so the forum section does not start out completely empty. Smile

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